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Old 03-19-23, 06:16 PM   #1
gap
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Originally Posted by Mister_M View Post
All I can say is that the animation won't work with at least a certain setting (0 if I remember correctly). But it would be easy to test with other values (just change the value and see... ).
Ok. Curiously I have checked SH5's flag.dat, and the setting is 0, so whatever is the meaning of this parameter in SHIII, it doesn't seem to apply to the last game of the franchise
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Old 03-19-23, 08:52 PM   #2
Mister_M
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Originally Posted by gap View Post
Ok. Curiously I have checked SH5's flag.dat, and the setting is 0, so whatever is the meaning of this parameter in SHIII, it doesn't seem to apply to the last game of the franchise
I'm just doing "reverse engineering". I don't have access to the source code, so I can't explain what's happening... Maybe it's just no more used in SH5, or the behaviour has changed partially...
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Old 03-19-23, 09:52 PM   #3
gap
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Originally Posted by Mister_M View Post
I'm just doing "reverse engineering". I don't have access to the source code, so I can't explain what's happening... Maybe it's just no more used in SH5, or the behaviour has changed partially...
Well, as far as 3D stuff and animations are concerned, SH5 is barely comparable to its predecessors. It still supports the older formats, but dat files included in stock game are few, and flags are the one example of keyframed animations. What applies to SHIII might not apply to it.
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Old 03-20-23, 08:53 AM   #4
a-kermit
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Thank you for your answers.
... I had read something about it earlier, but I can't find it on SubSim anymore.
... if this is an index ? ... for what purpose ?
In my posted picture are items from the Commando Tower deposited as a 3D model and then have the "Index" 6 ???
... you could now use an index register with the possible effects, but the ... which could explain it very well ... is no longer "On" for a long time ...
mfG Kermit

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