@Hotline,
See if you can spot the transparency mode at the mesh level ... I don't think you'll find it, as the mode is stored (sort of) at the object level.
What is needed, and is much safer than adding to the mesh data (as it shouldn't invalidate existing DBO files), is some more object-level data (three boolean fields by the look of it), plus one or two extra function calls after loading to set the object state correctly.
Plus there looks like there's a bug in the load/save code too - the DBOBLOCK_FRAME_BONEMATRIXDATA define and the DBOBLOCK_OBJECT_CUSTOMDATA define have the same value, and that doesn't seem right.
Quote: "Well i'm not sure about limb\transparency thing , but IT WOULD BE A GREAT feature and would make the game development lot lot easier"
Yes, it would be useful, wouldn't it
@Green Gandalf,
Quote: "but I forget the details and I'm not sure it can be applied to limbs within an object."
Render order is determined at the object level.
Transparent/ghosted objects are always drawn in reverse-distance order. Otherwise, the draw order is controlled using the SET GLOBAL OBJECT CREATION command.