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Since #3735, loading consite in Jak 2 crashes due to an assert in the code that handles the PC clut blender DMA. The unused and half-implemented
kor-transform
texture animation doesn't have any blenders as the texture names are commented out in the C++ definition (and it seems that these textures are defined multiple times within different tpages in the same DGO, leading to errors during startup if uncommented), leading to a mismatch between the actual qwc in GOAL and the assumed DMA data size in C++.