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Diddy Kong Racing - 6 Bytes Per Triangle bitflags

 
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SubDrag
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Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Fri Aug 28, 2015 4:16 pm    Post subject: Diddy Kong Racing - 6 Bytes Per Triangle bitflags Reply with quote Back to top

Here's the ones I determined, if anyone ever does DKR editing and finds some more, let me know so I can update the list. These may not be perfect as of now.

FF0000000000 Use vertice colors instead of dynamic lighting (Object only)
000000010000 Special car brake light
000000002000 Water
000000008000 Env Mapping (Object Only)
000000000800 TopFlag
000000000200 Fall through (used for water for example to fall to one below)
000000000100 "Hit" Collision
000000000004 See through (for example if fish there to see them)
000000000002 Z-Buffer Enabled (Object Only)
 
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sixty four
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Joined: 30 Mar 2018
Posts: 30

 PostPosted: Wed Feb 27, 2019 2:28 pm    Post subject: Reply with quote Back to top

Hey got some triangle bitflag discoveries.

000000004000 - Force No Shadows (Forces no shadow from the player or objects on the surface)

000000000010 - Alpha Layers (Sets transparency draw order.)
 
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