Hello Vincent
It uses the bullets0 to 7 animation, but space to show polys, it changes the texture according to the damage box hits, here is the scasm code for the bullet0 fitting the starboard wing sup:
;uName: bullets0 uOffset: 0xAE
IfVarAnd(

bject21_d4 0xAE 0x8000 )
SetMaterial( 3 22 )
Jump( :21_draw )

bject21_d4
;uName: bullets0 uOffset: 0xAE
IfVarAnd(

bject21_d3 0xAE 0x0800 )
SetMaterial( 3 21 )
Jump( :21_draw )

bject21_d3
;uName: bullets0 uOffset: 0xAE
IfVarAnd(

bject21_d2 0xAE 0x80 )
SetMaterial( 3 20 )
Jump( :21_draw )

bject21_d2
;uName: bullets0 uOffset: 0xAE
IfVarAnd(

bject21_d1 0xAE 0x01 )
SetMaterial( 3 6 )
Jump( :21_draw )

bject21_d1
SetMaterial( 3 5 )
:21_draw
;Model000000/ Part000021 Object000021
DrawTriList( 15455
the code after "SetMaterial", ( 3 5 ) means it's the fifth texture on the scasm list fitting the third material, it shows normally the texture 5, if the index 1 in the dp file, at the end of the wing damage box (corresponding to bullets0 0x01), is switched on, cause of a round hit, the material will become ( 3 6 ), if the index 8 is reached the texture will swap to ( 3 20 ) if index 12 is reached, the texture will swap to ( 3 21 ), and finally if the index 16 is reached, the final texture shown will be ( 3 22 )
here is the texture order in the texture list:
TextureList( 0
1 FF 255 255 255 0 4.0974178314 "DH5FUSELAGE_T.BMP"
8 FF 255 255 255 0 4.0974178314 "DH5FUSELAGE_D1.BMP"
1 FF 255 255 255 0 1.1956620216 "DH5PILOT.BMP"
1 FF 255 255 255 0 4.2296638489 "DH5ULEFTWING_T.BMP"
8 FF 255 255 255 0 4.2296638489 "DH5ULEFTWING_D1.BMP"
1 FF 255 255 255 0 4.0396170616 "DH5URIGHTWING_T.BMP"
8 FF 255 255 255 0 4.0396170616 "DH5URIGHTWING_D1.BMP"
1 FF 255 255 255 0 4.0624918938 "DH5LLEFTWING_T.BMP"
8 FF 255 255 255 0 4.0624918938 "DH5LLEFTWING_D1.BMP"
1 FF 255 255 255 0 4.2829289436 "DH5LRIGHTWING_T.BMP"
8 FF 255 255 255 0 4.2829289436 "DH5LRIGHTWING_D1.BMP"
1 FF 255 255 178 0 1.8435139656 "FASTPROPSPIN.BMP"
1 FF 255 255 127 0 0.6685990095 "ENGINESPIN.BMP"
1 FF 255 255 178 0 1.8435139656 "SLOWPROPSPIN.BMP"
8 FF 255 255 255 0 4.0974178314 "DH5FUSELAGE_D2.BMP"
8 FF 255 255 255 0 4.0974178314 "DH5FUSELAGE_D3.BMP"
8 FF 255 255 255 0 4.0974178314 "DH5FUSELAGE_D4.BMP"
8 FF 255 255 255 0 4.2296638489 "DH5ULEFTWING_D2.BMP"
8 FF 255 255 255 0 4.2296638489 "DH5ULEFTWING_D3.BMP"
8 FF 255 255 255 0 4.2296638489 "DH5ULEFTWING_D4.BMP"
8 FF 255 255 255 0 4.0396170616 "DH5URIGHTWING_D2.BMP"
8 FF 255 255 255 0 4.0396170616 "DH5URIGHTWING_D3.BMP"
8 FF 255 255 255 0 4.0396170616 "DH5URIGHTWING_D4.BMP"
8 FF 255 255 255 0 4.0624918938 "DH5LLEFTWING_D2.BMP"
8 FF 255 255 255 0 4.0624918938 "DH5LLEFTWING_D3.BMP"
8 FF 255 255 255 0 4.0624918938 "DH5LLEFTWING_D4.BMP"
8 FF 255 255 255 0 4.2829289436 "DH5LRIGHTWING_D2.BMP"
8 FF 255 255 255 0 4.2829289436 "DH5LRIGHTWING_D3.BMP"
8 FF 255 255 255 0 4.2829289436 "DH5LRIGHTWING_D4.BMP"
the first texture is 0, the second 1, etc..
The one used for the top right wing are in red and are numbers 5, 6, 20, 21, 22
As you see it needs too a lot of work, five textures space of one, and the code in the file, but the result is nice.
Cheers
Martin
