Yes it is, Sandy. Here, try
this out to see what I mean.
Edit: Oh heck, here's a quick run-down on the Bobbaou's enhancements to the beam texture code:
Example table entry text:
$Section:
+Width: 55.0
+Texture: lucybeam
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.3
+Zadd: 3.0
[b]+Tile Factor: 5.0 0
+Translation: -5.0[/b]
$Section:
+Width: 65.0
+Texture: lucybeam
+RGBA Inner: 255 0 0 255
+RGBA Outer: 60 0 0 10
+Flicker: 0.1
+Zadd: 2.0
[b]+Tile Factor: 10.0 1
+Translation: -3.0[/b]
The bold sections are the relevant ones.
+Tile factor determines how many times a texture is repeated down the length of the beam. There are two values entered for this token. The first value indicates the number of repetitions, and can take any positive numeric value. The second indicates the type of tiling used, and takes only a 0 or a 1. So in the first example section above we see 5.0 as the first value, and 1 as the second value.
What is the difference between 0 and 1, you ask? A 0 type section will squeeze x number of texture repetitions into the length of the beam, regardless the length of the beam, where x is the first value given for the token (e.g. 5.0). (A +Tile Factor of 1.0 0 will look that same as the standard FS2 beams.) A 1 type beam section will given each texture repetition a fixed length, and simply use as many or as few repetitions as it takes to make the beam be as long as it needs to be. In this case, the first value given to the token (e.g. 10.0) merely represents the factor by which the default size of the texture will be stretched when rendered in-game.
+Translation is even easier to explain. The larger the number, the faster the texture moves along the beam. Negative values move from the source turret toward the target (so it looks like the beam is flowing out from the turret); positive values move from the target toward the turret.
Both these tokens are optional, but I
think +Tile Factor has to be present before one can use +Translation (but not vice versa).