Edit:
I dont read that you doesnt want to use a shader...
But i made a texture tiled function a while ago..search at my name and you will find it.
You can try a pixel-shader like this:
MATERIAL* tiled_texture ={
effect="
float4 vecSkill1;
sampler2D smpSource = sampler_state { texture = <entSkin1>; };
float4 myShader( float2 Tex : TEXCOORD0 ) : COLOR0
{
Tex.x = Tex.x * vecSkill1[0];
Tex.y = Tex.y * vecSkill1[1];
return tex2D(smpSource,Tex.xy);
}
technique postFX
{
pass p1
{
PixelShader = compile ps_2_0 myShader();
}
}
";
}
//And this should be in the entity function
function entity_func(){
my.material = tiled_texture;
while(1){
tiled_texture.skill1 = floatv(my.scale_x+my.scale_z);
tiled_texture.skill2 = floatv(my.scale_y+my.scale_z);
wait(1);
}
}
(This is not tested, but it should work)
Greetings Ralph