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 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 backr=0 backg=0 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=0 backb_x=0 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 /////////////////////////////////// door_start spline="door_3a" level="Maul_a" door_end door_start spline="door_3c" level="Maul_c" door_end door_start spline="door_6" level="Maul_b" door_end door_start spline="door_4" level="Maul_c" cam_spline="spline_door4" cam_wait=2.0 cam_blend_time=2.0 door_end door_start spline="door_7" level="Maul_c" door_end /////////////////////////////////// sock_start=00 campos_seek=5 cam_blend_time=2.0 cam_spline="spline_door4" cam_wait=1.0 cam_x_offset=0.0 offset_blend_x_ratio=0.4 cam_z_offset=1.1 offset_blend_z_ratio=0.6 cam_dist_ratio=0.1 cam_lateral_ratio=0.5 cam_1player_zoom=0.2 sock_end ///////////////////stuff//////////////////// obstacle_start name="door_2" type=door obj="door_left2" obj="door_right2" range=1.5 obstacle_end ////////maul////////// obstacle_start name="lock_break" type=gadget chain=1,1 obj="lock_a1" obj="lock_a2" obj="lock_a3" obj="lock_a4" obj="lock_a5" obj="lock_a6" cam_spline="maul_cam" cam_start_time=0.5 cam_end_time=5.0 cam_blend_in_time=0.0 cam_blend_out_time=2.0 obstacle_end obstacle_start name="lock_fix" type=gadget chain=1,2 obj="lock_b1" obj="lock_b2" obj="lock_b3" obj="lock_b4" obj="lock_b5" obj="lock_b6" obstacle_end obstacle_start name="lock_fix" type=gadget chain=1,3 obj="lock_c1" obstacle_end obstacle_start name="door_open_to_closed" type=gadget chain=2,1 obj="lock_a1",trigger obj="door_b_left3" obj="door_b_right3" range=1.0 obstacle_end obstacle_start name="door_closed_to_open" type=gadget chain=2,2 obj="lock_c1",trigger obj="door_a_left3" obj="door_a_right3" range=1.0 obstacle_end ///////////////////////// obstacle_start name="door_5" type=door obj="door_left5" obj="door_right5" range=1.0 obstacle_end obstacle_start name="door_7" type=door obj="door_left7" obj="door_right7" range=1.0 obstacle_end ///////////////////////////////////// obstacle_start type=door obj="h_light_a1" obj="h_light_b1" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a2" obj="h_light_b2" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a3" obj="h_light_b3" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a4" obj="h_light_b4" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a5" obj="h_light_b5" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a6" obj="h_light_b6" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a7" obj="h_light_b7" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a8" obj="h_light_b8" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a9" obj="h_light_b9" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a10" obj="h_light_b10" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a11" obj="h_light_b11" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a12" obj="h_light_b12" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a13" obj="h_light_b13" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a14" obj="h_light_b14" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a15" obj="h_light_b15" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a16" obj="h_light_b16" range=0.2 obstacle_end obstacle_start type=door obj="h_light_a17" obj="h_light_b17" range=0.2 obstacle_end