mipmapmode=3 metal fix_strobing_anims 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 burnout_threshold=0.8 burnout_intensity=0.3 burnout_flare=1 settings_start=1 farclip=150 nearclip=0.021 fognear=1 fogfar=40 fogr=49 fogg=63 fogb=81 foga=0 hazer=0 hazeg=0 hazeb=0 hazea=0 backr=255 backg=255 backb=255 fogr_x=0 fogg_x=99 fogb_x=150 foga_x=127 hazer_x=0 hazeg_x=0 hazeb_x=0 hazea_x=0 backr_x=255 backg_x=255 backb_x=255 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_end forcesfx_start forcename="walkwaylight_a2" processsfx="None" completesfx="Ep1_5_WallLightOn" returnsfx="None" forcename="walkwaylight_a1" processsfx="None" completesfx="Ep1_5_WallLightOn" returnsfx="None" forcename="walkwaylight_a7" processsfx="None" completesfx="Ep1_5_WallLightOn" returnsfx="None" forcename="walkwaylight_a8" processsfx="None" completesfx="Ep1_5_WallLightOn" returnsfx="None" forcename="walkwaylight_a9" processsfx="None" completesfx="Ep1_5_WallLightOn" returnsfx="None" forcename="walkwaylight_a10" processsfx="None" completesfx="Ep1_5_WallLightOn" returnsfx="None" forcename="walkwaylight_a6" processsfx="None" completesfx="Ep1_5_WallLightOn" returnsfx="None" forcename="walkwaylight_a5" processsfx="None" completesfx="Ep1_5_WallLightOn" returnsfx="None" forcename="barreltop1a" processsfx="None" completesfx="Kam_ArmBombCanister" returnsfx="None" forcename="barreltop2a" processsfx="None" completesfx="Kam_ArmBombCanister" returnsfx="None" forcename="barreltop3a" processsfx="None" completesfx="Kam_ArmBombCanister" returnsfx="None" forcename="barreltop4a" processsfx="None" completesfx="Kam_ArmBombCanister" returnsfx="None" forcename="light_a3" processsfx="None" completesfx="Ep1_5_WallLightOn" returnsfx="None" forcename="light_a4" processsfx="None" completesfx="Ep1_5_WallLightOn" returnsfx="None" forcename="switch_lever_01b" processsfx="Kam_SwitchPull" completesfx="None" returnsfx="None" forcesfx_end //////////////////////ripple effects////////////////////////// rippleeffects_start texture_name="ripple2" effect_type="FORCEFIELD" start_colour_r=20 start_colour_g=20 start_colour_b=80 start_colour_a=255 end_colour_r=120 end_colour_g=120 end_colour_b=200 end_colour_a=0 life=0.2 start_radius=0.0 end_radius=0.2 rippleeffects_end ////////////////////////cameras////////////////////////////// sock_start=05 campos_seek=5.0 cam_blend_time=1.5 cam_look_ratio=0.7 sock_end sock_start=06 ignore_socks=08 campos_seek=5.0 cam_blend_time=1.5 sock_end sock_start=07 campos_seek=5.0 cam_blend_time=1 cam_y_offset=1.3 cam_look_ratio=1.00 cam_look_ratio_y=0.8 cam_pullback_ratio=0.1 cXam_lateral_ratio=0.5 cam_dist_ratio=0 cXam_1player_zoom=0.3 sock_end sock_start=08 cXam_dist_to_target=3 cam_y_offset=0.5 cam_blend_time=2 cam_pullback_ratio=0.3 sock_end sock_start=11 cam_y_offset=0.6 cam_dist_to_target=2.1 ignore_socks=22 campos_seek=3.0 cam_blend_time=1 sock_end sock_start=22 campos_seek=5.0 cam_blend_time=1.0 sock_end sock_start=23 campos_seek=2.0 cam_blend_time=0.5 sock_end sock_start=24 campos_seek=2.0 cam_blend_time=0.5 sock_end sock_start=25 cam_y_offset=0.6 cam_dist_to_target=2.1 ignore_socks=22 campos_seek=3.0 cam_blend_time=1 sock_end //////////////////////floorlight thing////////////////////////// obstacle_start name="dot1" type=door obj="dot_off_01" obj="dot_on_01" range=0.2 check_ground door_close_delay=4.5 reset_anims sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end obstacle_start name="dot2" type=door obj="dot_off_02" obj="dot_on_02" range=0.2 check_ground door_close_delay=4.5 reset_anims sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end obstacle_start name="dot3" type=door obj="dot_off_03" obj="dot_on_03" range=0.2 check_ground door_close_delay=4.5 sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end obstacle_start name="dot4" type=door obj="dot_off_04" obj="dot_on_04" range=0.2 check_ground door_close_delay=4.5 sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end obstacle_start name="dot5" type=door obj="dot_off_05" obj="dot_on_05" range=0.2 check_ground door_close_delay=4.5 sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end obstacle_start name="dot6" type=door obj="dot_off_06" obj="dot_on_06" range=0.2 check_ground door_close_delay=4.5 sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end obstacle_start name="dot7" type=door obj="dot_off_07" obj="dot_on_07" range=0.2 check_ground door_close_delay=4.5 sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end obstacle_start name="dot8" type=door obj="dot_off_08" obj="dot_on_08" range=0.2 check_ground door_close_delay=4.5 sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end obstacle_start name="dot9" type=door obj="dot_off_09" obj="dot_on_09" range=0.2 check_ground door_close_delay=4.5 sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end obstacle_start name="dot10" type=door obj="dot_off_10" obj="dot_on_10" range=0.2 check_ground door_close_delay=4.5 sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end obstacle_start name="dot11" type=door obj="dot_off_11" obj="dot_on_11" range=0.2 check_ground door_close_delay=4.5 sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end obstacle_start name="dot12" type=door obj="dot_off_12" obj="dot_on_12" range=0.2 check_ground door_close_delay=4.5 sfx_open="Kam_FloorPanelOn" sfx_close="Null" obstacle_end doortrigger_start door="reveal_panel" trigger="dot1" trigger="dot2" trigger="dot3" trigger="dot4" trigger="dot5" trigger="dot6" trigger="dot7" trigger="dot8" trigger="dot9" trigger="dot10" trigger="dot11" trigger="dot12" doortrigger_end //////////////////////corridor lights////////////////////////// obstacle_start type=gadget obj="lightlever_off_01",trigger obj="light_off_01" obj="light_on_01" obj="lightlever_off_01" obj="sidelights_off_01" obj="mainlight_on_01" obj="mainlight_off_01" reset_anims sfx_open="Kam_SwivelSwitch" obstacle_end obstacle_start type=gadget obj="lightlever_off_02",trigger obj="light_off_02" obj="light_on_02" obj="lightlever_off_02" obj="sidelights_off_02" obj="mainlight_on_02" obj="mainlight_off_02" reset_anims sfx_open="Kam_SwivelSwitch" obstacle_end obstacle_start type=gadget obj="lightlever_off_03",trigger obj="light_off_03" obj="light_on_03" obj="lightlever_off_03" obj="sidelights_off_03" obj="mainlight_on_03" obj="mainlight_off_03" reset_anims sfx_open="Kam_SwivelSwitch" obstacle_end obstacle_start type=gadget obj="lightlever_off_04",trigger obj="light_off_04" obj="light_on_04" obj="lightlever_off_04" obj="sidelights_off_04" obj="mainlight_on_04" obj="mainlight_off_04" reset_anims sfx_open="Kam_SwivelSwitch" obstacle_end obstacle_start type=gadget obj="lightlever_off_05",trigger obj="light_off_05" obj="light_on_05" obj="lightlever_off_05" obj="sidelights_off_05" obj="mainlight_on_05" obj="mainlight_off_05" reset_anims sfx_open="Kam_SwivelSwitch" obstacle_end obstacle_start type=gadget obj="lightlever_off_06",trigger obj="light_off_06" obj="light_on_06" obj="lightlever_off_06" obj="sidelights_off_06" obj="mainlight_on_06" obj="mainlight_off_06" reset_anims sfx_open="Kam_SwivelSwitch" obstacle_end //////////////////////blowup barrels//////////////////////////// obstacle_start type=gadget chain=1,1 obj="barreltop1a" obj="barrelbtm1" obj="barrellights1" obstacle_end obstacle_start type=gadget chain=1,2 obj="barreltop1b" obstacle_end blowup_start force_name="barreltop1b" deb_name="EXPLO_07" obj="blowup_barrel1a" obj="blowup_barrel1b" obj="blowup_barrel1c" obj="blowup_barrel1d" obj="blowup_barrel1e" obj="blowup_barrel1f" obj="blowup_barrel1g" obj="blowup_barrel1h" obj="blowup_barrel1i" obj="blowup_barrel1j" obj="blowup_barrel1k" add_push_explosion sfx="Explode1" blowup_end obstacle_start type=gadget chain=2,1 obj="barreltop2a" obj="barrelbtm2" obj="barrellights2" obstacle_end obstacle_start type=gadget chain=2,2 obj="barreltop2b" obstacle_end blowup_start force_name="barreltop2b" deb_name="EXPLO_07" obj="blowup_barrel1a" obj="blowup_barrel1b" obj="blowup_barrel1c" obj="blowup_barrel1d" obj="blowup_barrel1e" obj="blowup_barrel1f" obj="blowup_barrel1g" obj="blowup_barrel1h" obj="blowup_barrel1i" obj="blowup_barrel1j" obj="blowup_barrel1k" add_push_explosion sfx="Explode1" blowup_end obstacle_start type=gadget chain=3,1 obj="barreltop3a" obj="barrelbtm3" obj="barrellights3" obstacle_end obstacle_start type=gadget chain=3,2 obj="barreltop3b" obstacle_end blowup_start force_name="barreltop3b" deb_name="EXPLO_07" obj="blowup_barrel1a" obj="blowup_barrel1b" obj="blowup_barrel1c" obj="blowup_barrel1d" obj="blowup_barrel1e" obj="blowup_barrel1f" obj="blowup_barrel1g" obj="blowup_barrel1h" obj="blowup_barrel1i" obj="blowup_barrel1j" obj="blowup_barrel1k" add_push_explosion sfx="Explode1" blowup_end obstacle_start type=gadget chain=4,1 obj="barreltop4a" obj="barrelbtm4" obj="barrellights4" obstacle_end obstacle_start type=gadget chain=4,2 obj="barreltop4b" obstacle_end blowup_start force_name="barreltop4b" deb_name="EXPLO_07" obj="blowup_barrel1a" obj="blowup_barrel1b" obj="blowup_barrel1c" obj="blowup_barrel1d" obj="blowup_barrel1e" obj="blowup_barrel1f" obj="blowup_barrel1g" obj="blowup_barrel1h" obj="blowup_barrel1i" obj="blowup_barrel1j" obj="blowup_barrel1k" add_push_explosion sfx="Explode1" blowup_end //////////////////////controlled doors////////////////////////// obstacle_start name="r4_pan1" type=door obj="r4_static1" obj="r4_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="r4_door1" type=door lock_spline="r4_door_line1" lock=interface locked obj="door10a" obj="door10b" obj="green_light_on1",no_collision obj="red_light_on1",no_collision range=2.0 door_become_normal sfx_open="Kam_DoorOpenInt" sfx_close="Kam_DoorCloseInt" obstacle_end obstacle_start name="c3_pan1" type=door obj="c3_static1" obj="c3_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="c3_door1" type=door lock_spline="c3_door_line1" protocol lock=interface locked obj="c3_door1a" obj="c3_door1b" obj="green_light_on2",no_collision obj="green_light_off2",no_collision obj="red_light_off2",no_collision obj="red_light_on2",no_collision sXtay_open door_become_normal range=2.0 sfx_open="DoorOpen" sfx_close="DoorClose" obstacle_end oXbstacle_start name="c3_door1b" type=door lock_spline="c3_door_line1" protocol lock=interface locked obj="green_light_on2" obj="green_light_off2",no_collision obj="red_light_off2",no_collision obj="red_light_on2",no_collision stay_open range=1.5 sfx_open="Kam_DoorOpenInt" sfx_close="Kam_DoorCloseInt" obstacle_end ////////////////floor light thingy stuff/////////////////////// obstacle_start name="reveal_panel" type=door chain=10,1 obj="switch_cover_01" obj="switch_cover_02" obj="switch_body_01" obj="switch_main_01" obj="switch_lid_01" range=1 stay_open locked sfx_open="Kam_FloorSectionRaised" sfx_close="Null" obstacle_end obstacle_start name="switch_up" type=gadget chain=10,2 obj="switch_lever_01" obj="switch_lever_02" obj="switch_body_02" obj="switch_main_02" obj="switch_lid_02" auto_start obstacle_end obstacle_start name="switch_light" type=gadget obj="lever_light" obj="switch_body_01",anim_trigger obstacle_end obstacle_start name="lever_pulled" type=gadget chain=10,3 obj="switch_body_02" obj="switch_lid_02" obj="switch_main_03" obj="switch_lever_01b",trigger obj="switch_lever_01b" obj="switch_lighton_01" obj="switch_lighton_02" obj="switch_lightoff_01" obj="switch_lightoff_02" obstacle_end obstacle_start name="open_shutters" type=gadget obj="switch_lever_01b",trigger obj="circwin1a" obj="circwin1b" obj="circwin1c" obj="circwin2a" obj="circwin2b" obj="circwin2c" obj="circwin3a" obj="circwin3b" obj="circwin3c" obj="corrwin1a" obj="corrwin1b" obj="corrwin1c" obj="corrwin2a" obj="corrwin2b" obj="corrwin2c" obj="corrwin3a" obj="corrwin3b" obj="corrwin3c" obj="corrwin4a" obj="corrwin4b" obj="corrwin4c" obj="corrwin5a" obj="corrwin5b" obj="corrwin5c" obj="corrwin6a" obj="corrwin6b" obj="corrwin6c" obj="corrwin7a" obj="corrwin7b" obj="corrwin7c" obj="corrwin8a" obj="corrwin8b" obj="corrwin8c" obj="mainshutter1" obj="mainshutter2" obj="terr_null1" obj="terr_null2" obj="terr_null3" sf//x_open="HitTarget" obstacle_end ////////////////moving platform puzzle/////////////////////// obstacle_start name="pad1" type=door obj="pad1" obj="circplat_02",no_collision check_ground range=0.2 dooranim_waitoff sfx_open="Kam_BonusPlatformLp" sfx_close="Null" obstacle_end obstacle_start name="pad2" type=door obj="pad2" obj="circplat_03",no_collision check_ground range=0.2 dooranim_waitoff sfx_open="Kam_BonusPlatformLp" sfx_close="Null" obstacle_end obstacle_start name="pad3" type=door obj="pad3" obj="circplat_04",no_collision check_ground range=0.2 dooranim_waitoff sfx_open="Kam_BonusPlatformLp" sfx_close="Null" obstacle_end obstacle_start name="pad4" type=door obj="pad4" obj="circplat_05",no_collision check_ground range=0.2 dooranim_waitoff sfx_open="Kam_BonusPlatformLp" sfx_close="Null" obstacle_end obstacle_start name="pad5" type=door obj="pad5" obj="circplat_06",no_collision check_ground range=0.2 dooranim_waitoff sfx_open="Kam_BonusPlatformLp" sfx_close="Null" obstacle_end obstacle_start name="pad6" type=door obj="pad6" obj="endplat1",no_collision obj="bonuslift_flap01a",no_collision obj="bonuslift_flap02a",no_collision obj="lifttop1",no_collision check_ground range=0.2 dooranim_waitoff sfx_open="Kam_BonusPlatformLp" sfx_close="Null" obstacle_end ///////////////extending bonus bridge//////////// obstacle_start name="extending_bridge" type=gadget obj="target_a1",trigger obj="stepside_01" obj="stepside_02" obj="stepside_03" obj="stepside_04" obj="steplight_01" obj="steplight_02" obj="steplight_03" obj="steplight_04" obj="step2_01" obj="step2_02" obj="step2_03" obj="step2_04" obj="step2_05" obj="step2_06" obj="step2_07" obj="terrnull1" sfx_open="HitTarget" sfx_animating="Kam_BridgeExtend" obstacle_end ////////////////bonus vent openers/////////////// ///////vents///////// teleport_start spline="teleport_01" duration=5 range=1.0 teleport_end teleport_start spline="teleport_02" duration=5 range=1.0 teleport_end teleport_start spline="teleport_03" duration=5 range=1.0 teleport_end teleport_start spline="teleport_04" duration=5 range=1.0 teleport_end teleport_start spline="teleport_05" duration=5 range=1.0 teleport_end ///////pad chains////// obstacle_start name="trig_bonuspad1" type=door obj="trig_bonuspad1" range=0.2 obj="trig_pad1null",no_collision sfx_open="SwPPad" obstacle_end obstacle_start name="bonus_pad1" type=door obj="bonus_pad1" obj="bonus_pad1_on",no_collision range=0.2 check_ground obj="vent_door1a",no_collision obj="vent_door1b",no_collision obstacle_end obstacle_start name="trig_bonuspad2" type=door obj="trig_bonuspad2" range=0.2 obj="trig_pad2null",no_collision sfx_open="SwPPad" obstacle_end obstacle_start name="bonus_pad2" type=door obj="bonus_pad2" obj="bonus_pad2_on",no_collision range=0.2 check_ground obj="vent_door2a",no_collision obj="vent_door2b",no_collision obstacle_end obstacle_start name="trig_bonuspad3" type=door obj="trig_bonuspad3" range=0.2 obj="trig_pad3null",no_collision sfx_open="SwPPad" obstacle_end obstacle_start name="bonus_pad3" type=door obj="bonus_pad3" obj="bonus_pad3_on" range=0.2 check_ground obj="vent_door3a",no_collision obj="vent_door3b",no_collision obstacle_end obstacle_start name="trig_bonuspad4" type=door obj="trig_bonuspad4" range=0.2 obj="trig_pad4null",no_collision sfx_open="SwPPad" obstacle_end obstacle_start name="bonus_pad4" type=door obj="bonus_pad4" obj="bonus_pad4_on",no_collision range=0.2 check_ground obj="vent_door4a",no_collision obj="vent_door4b",no_collision obstacle_end obstacle_start name="trig_bonuspad5" type=door obj="trig_bonuspad5" range=0.2 obj="trig_pad5null",no_collision sfx_open="SwPPad" obstacle_end obstacle_start name="bonus_pad5" type=door obj="bonus_pad5" obj="bonus_pad5_on",no_collision range=0.2 check_ground obj="vent_door5a",no_collision obj="vent_door5b",no_collision obstacle_end obstacle_start name="close_vents" type=door locked obj="vent_cover1" obj="vent_handle1" obj="vent_handle1b" obj="vent_cover2" obj="vent_handle2" obj="vent_handle2b" obj="vent_cover3" obj="vent_handle3" obj="vent_handle3b" obj="vent_cover4" obj="vent_handle4" obj="vent_handle4b" obj="vent_cover5" obj="vent_handle5" obj="vent_handle5b" obstacle_end ////////////////new platform mover/////////////// obstacle_start name="notworking1" chain=13,1 type=gadget obj="bonuslift_flap01a" obj="bonuslift_flap02a" obj="lifttop1" obstacle_end obstacle_start name="notworking2" chain=13,2 type=gadget obj="bonuslift_flap01b",anim_trigger obj="bonuslift_flap02b",anim_trigger obj="lifttop" sfx_open="DoorClose" sfx_animating="Kam_LiftUpShort" obstacle_end ////////////////platform corners///////////////// tube_start spline="tube1" speed=3 tXrigger_chain=1,2 tube_end tube_start spline="tube2" speed=3 tXrigger_chain=1,2 tube_end tube_start spline="tube3" speed=3 tXrigger_chain=1,2 tube_end tube_start spline="tube4" speed=3 tXrigger_chain=1,2 tube_end ////////////////auto doors/////////////////////// obstacle_start type=door obj="door7a" obj="door7b" obj="toneredoff1" obj="tonegreenon1" obj="toneredoff2" obj="tonegreenon2" range=1.5 sfx_open="Kam_DoorOpenInt" sfx_close="Kam_DoorCloseInt" obstacle_end //////////////////////////////door cams////////////////////////////// obstacle_start name="jango_cam_01" type=door obj="door_jangocam_01" camera_spline="door_cam_01" cam_start_time=0.0 cam_end_time=1.0 cam_blend_in_time=0.0 cam_blend_out_time=2.5 range=1 stay_open obstacle_end //////////////////////////////doors splines////////////////////////////// door_start spline="door2in" level="kamino_d" door_end door_start spline="door2out" level="kamino_d" cXam_spline="door_cam_1" // name of a 2-point spline used to override camera, point 0 = pos, 1 = subject cXam_wait=1.5 // time camera holds before blending back to game camera cXam_blend_time=2.0 // time taken to blend from override camera back to normal game camera cXam_lookatplayers // look at players instead of 2nd point of spline door_end door_start spline="door9in" level="kamino_d" door_end door_start spline="door9out" level="kamino_a" door_end door_start spline="door10in" level="kamino_d" door_end door_start spline="door10out" level="kamino_c" door_end //////////////////////phewww//////////////////////////