settings_start=1 farclip=218 nearclip=0.021 fognear=1 fogfar=217 fogr=49 fogg=63 fogb=81 foga=0 hazer=0 hazeg=0 hazeb=0 hazea=0 top_backr=0 top_backg=110 top_backb=255 bottom_backr=214 bottom_backg=0 bottom_backb=0 fogr_x=0 fogg_x=99 fogb_x=150 foga_x=0 hazer_x=0 hazeg_x=0 hazeb_x=0 hazea_x=0 backr_x=0 backg_x=99 backb_x=150 fogdensity=0.110 fognear_gc=1 fogfar_gc=23 fogr_gc=0 fogg_gc=71 fogb_gc=95 foga_gc=127 hazer_gc=0 hazeg_gc=39 hazeb_gc=63 settings_y=-1.9 settings_end settings_start=2 cut_scene_only farclip=80 nearclip=0.021 fognear=1 fogfar=40 fogr=0 fogg=0 fogb=0 foga=0 hazer=0 hazeg=0 hazeb=0 hazea=0 backr=0 backg=99 backb=150 fogr_x=0 fogg_x=79 fogb_x=121 foga_x=127 hazer_x=43 hazeg_x=100 hazeb_x=82 hazea_x=55 backr_x=0 backg_x=79 backb_x=121 fogdensity=0.195 fognear_gc=1 fogfar_gc=31 fogr_gc=0 fogg_gc=63 fogb_gc=95 foga_gc=127 hazer_gc=0 hazeg_gc=39 hazeb_gc=39 settings_end mipmapmode=3 blobshadow_alpha=80 // alpha value of blob shadow in level (0-255, 255 = darkest) blobshadow_fadenear=5 // distance blob shadow starts fading out blobshadow_fadefar=10 // distance blob shadow finishes fading out ////////////hooks//////// zipup_start spline="zipup_1" zipup_end zipup_start spline="zipup_2" zipup_end zipup_start spline="zipup_3" zipup_end zipup_start spline="zipup_4" zipup_end ////////////////doors//////////// obstacle_start name="door_hangar" type=door obj="Enter_Hangar_Door1" obj="Enter_Hangar_Door2" range=1.25 obstacle_end ///////////////doors//////////////////////////////// door_start spline="RescueE_RescueF" level="Rescue_F" door_end door_start spline="RescueF_RescueE" level="Rescue_E" door_end ///////////////////////camera/////////////////////// sock_start=00 campos_seek=5 cam_blend_time=1.5 cam_x_offset=-3.0 cam_y_offset=1.0 cam_z_offset=0 offset_blend_x_ratio=1 offset_blend_y_ratio=1 offset_blend_z_ratio=0.5 sock_end sock_start=01 campos_seek=5.0 cam_look_ratio=1.0 cam_y_offset=0.7 y_limits cam_blend_time=2.0 sock_end sock_start=02 campos_seek=5.0 cam_look_ratio=1.0 cam_y_offset=0.7 y_limits cam_blend_time=2.0 sock_end sock_start=03 campos_seek=5.0 cam_look_ratio=1.0 cam_y_offset=0.7 y_limits cam_blend_time=2.0 sock_end sock_start=04 campos_seek=5.0 cam_look_ratio=1.0 cam_y_offset=0.7 y_limits cam_blend_time=2.0 sock_end sock_start=05 campos_seek=5 cam_blend_time=1.5 cam_y_offset=0.8 offset_blend_y_ratio=1 y_limits circuit ignore_socks=00,02,03 sock_end ///////////////////////magnetic coil obstacle/////////////////////// obstacle_start type=gadget name="magnet_courtyard2" magnet_spline="magnet_01" range=5 obj="magnet_switch",trigger obj="magnet_top" obj="magnet_coil" obstacle_end ///////////////////////light obstacle/////////////////////// obstacle_start type=door obj="f_light_a2" obj="f_light_b2" range=0.2 obstacle_end obstacle_start type=door obj="f_light_a3" obj="f_light_b3" range=0.2 obstacle_end obstacle_start type=door obj="f_light_a4" obj="f_light_b4" range=0.2 obstacle_end obstacle_start type=door obj="f_light_a5" obj="f_light_b5" range=0.2 obstacle_end obstacle_start type=door obj="f_light_a6" obj="f_light_b6" range=0.2 obstacle_end obstacle_start type=door obj="f_light_a7" obj="f_light_b7" range=0.2 obstacle_end obstacle_start type=door obj="f_light_a8" obj="f_light_b8" range=0.2 obstacle_end obstacle_start type=door obj="f_light_a9" obj="f_light_b9" range=0.2 obstacle_end obstacle_start type=door obj="f_light_a10" obj="f_light_b10" range=0.2 obstacle_end obstacle_start type=door obj="f_light_a11" obj="f_light_b11" range=0.2 obstacle_end ////////////////pad//////////// obstacle_start name="pad_03a" type=door obj="pad_3a" range=0.15 check_ground obstacle_end obstacle_start name="pad_03b" type=door obj="pad_03b" range=0.15 check_ground obstacle_end obstacle_start name="pad_03c" type=door obj="pad_03c" range=0.15 check_ground obstacle_end obstacle_start name="pad_03d" type=door obj="pad_03d" range=0.15 check_ground obstacle_end obstacle_start name="pad_03e" type=door obj="pad_03e" range=0.15 check_ground obstacle_end obstacle_start name="pad_03f" type=door obj="pad_03f" range=0.15 check_ground obstacle_end obstacle_start name="pad_03g" type=door obj="pad_03g" range=0.15 check_ground obstacle_end obstacle_start name="hangar_door" type=door locked obj="Exit_Hangar_Door1" obj="Exit_Hangar_Door2" obj="steps" range=1.5 obstacle_end doortrigger_start door="hangar_door" trigger="pad_03a" trigger="pad_03c" trigger="pad_03g" trigger="pad_03d" trigger="pad_03e" trigger="pad_03b" trigger="pad_03f" doortrigger_end /////////////////////////////////////// ////////////////doors//////////// obstacle_start name="door_droid1" type=door obj="droid_door_1a" obj="droid_door_1b" range=3.0 locked obstacle_end obstacle_start name="door_droid2" type=door obj="droid_door_2a" obj="droid_door_2b" range=3.0 locked obstacle_end