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Old 03-16-23, 06:11 PM   #1
a-kermit
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Default [Tec] S3D

Moin ....
... I have a question ... about the S3D ...
... can someone please tell me what this value stands for in the S3D ?
... this is still not quite clear to me ....
... thank you ...
mfG Kermit


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Old 03-16-23, 08:26 PM   #2
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Good question!

I think I knew the answer but I am no longer sure. It might have something to do with rendering order but don't quote me on that. Hopefully someone else will provide a more reliable answer
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Old 03-17-23, 11:05 AM   #3
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Answer here : https://kendras-sh3-modding.forumgam...ics-and-theory
Especially : https://kendras-sh3-modding.forumgam...and-theory#112


And IIRC, there is another value for an animated model...
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Old 03-17-23, 12:19 PM   #4
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Quote:
Originally Posted by Mister_M View Post
Answer here : https://kendras-sh3-modding.forumgam...ics-and-theory
Especially : https://kendras-sh3-modding.forumgam...and-theory#112


And IIRC, there is another value for an animated model...
Good to know

So that unlabeled value is related with impact/damage detection. Weird that it isn't stored in the .zon file though.
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Old 03-19-23, 05:15 AM   #5
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And IIRC, there is another value for an animated model...

I've checked and indeed for an animated 3D model, such as a flag, the value must be 2.
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Old 03-19-23, 02:34 PM   #6
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Quote:
Originally Posted by Mister_M View Post
I've checked and indeed for an animated 3D model, such as a flag, the value must be 2.
Yes, now I remember. We dealt with this parameter when working on the DC-rack man animation, but its meaning is still a bit unclear to me. Do animations stop working if another setting is used?
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Old 03-19-23, 03:44 PM   #7
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Yes, now I remember. We dealt with this parameter when working on the DC-rack man animation, but its meaning is still a bit unclear to me. Do animations stop working if another setting is used?
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... ).
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Old 03-19-23, 06:16 PM   #8
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Quote:
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   #9
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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   #10
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Quote:
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   #11
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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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