00A3 Based on AGP capability.
I haven't followed the branches through the file, but maybe exp_1 and exp_6 are used in non-AGP mode, with the choice between exp_1 and exp_6 based on distance.
dust.raw is only used in AGP mode.
As I look back at the actual game images I am inclined to reconsider the "software mode" statement I made earlier regarding the utilization of exp_1, and consider a somewhat different explanantion involving shadows. The exp_1 is used in the Horizontal/Top-down XZ plane as seen in AC3D, which would suggest that a more logical explanation is that it is used for the dust
shadow on the ground under the dust objects in the game. It is curious, however, to note that the shadows are not present in AGP mode.
If I understand you correctly, (and I'm not certain that I do because I'm getting the Alpha Channel transparency issue mixed in with the transparency mask issue, but I'm sure I'll sort it all out in time) you are saying that the dust.3 is read, pretty much the same, in AGP as it is in Non-AGP except that AGP uses, in addition, dust.raw as a transparency mask over exp_6. Is that correct?
0025;0047002A0004005E002F008D002F008D005E005E005E
0026;
008800040000000100020003
0260;004700380004005E002F008D002F008D005E005E005E
0261;00
8800040000000100020003
Both exp_1 (shadow?) and exp_6 (dust) use transparency masks, so why is there no dust ground shadow seen in the AGP mode?
...What is interesting here, is that it is possible to set the colour that becomes transparent. In dust.3 it's that sand colour. Where transparacy masks are used elsewhere, eg clouds, I can't see any way to set the colour meaning that the clouds will always be white.
OUCH!
