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;M3GA use (single M3GM vs. actual sets of several M3GMs) | ;M3GA use (single M3GM vs. actual sets of several M3GMs) | ||
:The link at 0x00 in an object setup is to an M3GA, i.e., an array that can hold several M3GMs - which, in the OBOA context, behave as a single object (driven by the same animation or force - if any), as if glued together. | :The link at 0x00 in an object setup is to an M3GA, i.e., an array that can hold several M3GMs - which, in the OBOA context, behave as a single object (driven by the same animation or force - if any), as if glued together. | ||
:In Vanilla game data | :In Vanilla game data, the only OBOA objects to have several M3GMs in their M3GA are doors with glass sections (this is needed because (a) an M3GM can have only one texture, and (b) door frames are required to have a fully opaque texture, or they will have an "inside-out" look because of the front-to-back rendering order). The only exception is door 45 in level6 (Airport Cargo Hangars), which has no transparent parts, and instead just links to the same M3GM twice. | ||
:One would expect the M3GA feature to be used for large animated objects that consist of several meshes, e.g. the express elevator in Griffin's office (intro of level18) or the satellite dish in the final chapter - but no, these are set up as separate "objects", with one M3GM per M3GA, | :One would expect the M3GA feature to be used for large animated objects that consist of several meshes, e.g. the express elevator in Griffin's office (intro of level18) or the satellite dish in the final chapter - but no, these are set up as separate "objects", with one M3GM per M3GA, animated synchronously. This is in contrast to the named M3GA found in [[level0_Tools]], which ''are'' actually used to group several M3GMs together, into pieces of "furniture". | ||
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