its good to see that people are still finding what some of the flag multiples are capable of.
one of my personal favourites is the 2097152, a similar effect can supposedly be acheived using 1028 for breakable glass (with single plane col) and the 8324 flag is also good for when you make your own tree's with single sided alpha planes without colfiles.
not sure if this has been mentioned but for static underwater objects 0 is usually best, and 4 is a good one for underwater models using alpha textures.
i know this info can be found on the gtamodding wiki but i think you should pin this topic underneath the pinned ipl definitions topic.
ps: slightly off topic, i think it may be possible that some of the flags for generic object's appear to link with the colfile target type, ie:- some of the breakable stuff tends to be in Col2 format for models that do not use prelighting, and some flags are for models that do not have collisions for certain parts/pollies of the target model, this may be for ped trigger dummies that cause peds to react in certain ways when they encounter certain models with these dummy/trigger sections.
here's an example of what i mean taken from the dynamic.ide ...
1281, parkbench1, benches, 47, 2097280
this model automatically spawns peds, it also causes a TC map mod to crash if you have too many of these items mapped within a certain map space, i assume this is linked to the (hardcoded) peds spawning system somewhere.
it also may be possible that certain flags work in a different way for R* because it may be possible that those flags are to denote that the ipl is in the img in a binary.ipl.
sorry for the off topicness but i have no idea where else around here i could have posted these thoughts, rantings and findings.
Edited by Gforce, 27 May 2007 - 01:41 AM.