mipmapmode=3 metal 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 rippleeffects_start texture_name="ripple2" effect_type="FORCEFIELD" start_colour_r=20 start_colour_g=10 start_colour_b=00 start_colour_a=255 end_colour_r=20 end_colour_g=00 end_colour_b=00 end_colour_a=0 life=0.2 start_radius=0.0 end_radius=0.5 rippleeffects_end settings_start=1 farclip=500 nearclip=0.021 fognear=30 fogfar=1200 fogr=94 fogg=47 fogb=56 foga=0xxx115 hazer=128 hazeg=50 hazeb=50 hazea=2 backr_top=50 backg_top=0 backb_top=0 backr_bottom=70 backg_bottom=0 backb_bottom=20 fogr_x=0 fogg_x=65 fogb_x=90 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=90.110 settings_end ///////////doors////////////////////////////// door_start spline="door_4" level="Factory_b" cam_spline="door1_cam" cam_wait=0.5 cam_blend_time=1.0 door_end door_start spline="door_3" level="Factory_a" door_end ///// door_start spline="door_3" level="Factory_a" door_end door_start spline="door_4" level="Factory_b" door_end ///// door_start spline="door_bonus_in" level="Factory_b" door_end door_start spline="door_bonus_out" level="Factory_b" door_end ///// door_start spline="door_3out" level="Factory_b" door_end door_start spline="door_3in" level="Factory_d" door_end ///// ////////////////cameras/////////////////////////// sock_start=01 campos_seek=5 cam_blend_time=1.5 cam_y_offset=1.4 offset_blend_y_ratio=1.0 cam_z_offset=-2.5 offset_blend_z_ratio=0.8 cam_dist_ratio=0.05 cam_pullback_ratio=0.3 sock_end sock_start=02 campos_seek=5 cam_blend_time=1.5 cam_x_offset=-2.5 offset_blend_x_ratio=1.0 cam_y_offset=1.4 offset_blend_y_ratio=1.0 cam_z_offset=-3.5 offset_blend_z_ratio=0.8 cam_dist_ratio=0.05 cam_pullback_ratio=0.3 sock_end sock_start=03 campos_seek=5 cam_blend_time=1.5 cam_y_offset=1.2 offset_blend_y_ratio=1.0 cam_z_offset=-2.8 offset_blend_z_ratio=0.8 cam_dist_ratio=0.05 cam_pullback_ratio=0.2 sock_end ///////walkway//////////////////// obstacle_start name="walkway" obj="walkway" ter_type=51 any_contact obstacle_end obstacle_start name="door_1" obj="door_01" type=door range=1.0 locked obstacle_end ///vent/// teleport_start spline="teleport_01" duration=5 teleport_end ////////////////climing wall thing///////////////////////// obstacle_start name="step1" type=door obj="step1",no_collision obj="step1_trigger" range=0.4 obstacle_end obstacle_start name="step2" type=door obj="step2",no_collision obj="step2_trigger" range=0.4 obstacle_end obstacle_start name="step3" type=door obj="step3",no_collision obj="step3_trigger" range=0.4 obstacle_end obstacle_start name="step4" type=door obj="step4",no_collision obj="step4_trigger" range=0.4 obstacle_end obstacle_start name="step5" type=door obj="step5",no_collision obj="step5_trigger" range=0.4 obstacle_end obstacle_start name="step6" type=door obj="step6",no_collision obj="step6_trigger" range=0.4 obstacle_end obstacle_start name="step7" type=door obj="step7",no_collision obj="step7_trigger" range=0.4 obstacle_end obstacle_start name="step8" type=door obj="step8",no_collision obj="step8_trigger" range=0.4 obstacle_end /////////////////////////// obstacle_start name="laser" type=door obj="laser_lift",no_collision obj="pad_laser" range=0.2 obstacle_end ////////////////tubes//////////////////////// obstacle_start type=gadget chain=1,1 obj="fan_a1" obj="fan_a2" obstacle_end obstacle_start type=gadget chain=1,2 obj="fan_b1" obj="fan_b2" auto_start obstacle_end tube_start spline="tube1" speed=3 trigger_chain=1,2 tube_end //////// obstacle_start type=gadget chain=2,1 obj="fan_a3" obj="fan_a4" obstacle_end obstacle_start type=gadget chain=2,2 obj="fan_b3" obj="fan_b4" auto_start obstacle_end tube_start spline="tube2" speed=3 trigger_chain=2,2 tube_end ///// obstacle_start type=gadget chain=3,1 obj="fan_a5" obj="fan_a6" obstacle_end obstacle_start type=gadget chain=3,2 obj="fan_b5" obj="fan_b6" auto_start obstacle_end tube_start spline="tube3" speed=3 trigger_chain=3,2 tube_end /////////////////////zipup////////////////////// zipup_start spline="zipup_1" zipup_end zipup_start spline="zipup_2" zipup_end /////////////force spin plat////////////////// obstacle_start type=gadget chain=4,1 obj="cog_a" obstacle_end obstacle_start type=gadget chain=4,2 obj="cog_b" obstacle_end //////////////r4-c3-locks///////////////// obstacle_start name="r4_pan1" type=door obj="r4_static1" obj="r4_pic1" range=1.2 obstacle_end obstacle_start name="r4_door_01" type=gadget lock_spline="r4_door_line1" lock=interface locked obj="red_light_on1",no_collision obj="green_light_on1",no_collision obj="con_a_1" obj="con_a_2" obj="con_a_3" obj="con_a_4" obj="con_a_5" obj="con_a_6" obj="con_a_7" obj="con_a_8" obj="con_a_9" obj="con_a_10" obj="con_a_11" obj="con_a_12" obj="con_a_13" obj="con_a_14" obj="con_a_15" obj="con_a_16" obj="con_a_17" obj="con_a_18" auto_start obstacle_end ///////////r2/r4/bonus/////////////// obstacle_start name="r4_pan2" type=door obj="r4_static2" obj="r4_pic2" range=0.6 obstacle_end obstacle_start name="red_juice" "//r4_door_02" type=door lock_spline="r4_door_line2" lock=interface locked obj="red_light_on2",no_collision obj="green_light_on2",no_collision obj="red" obstacle_end //// obstacle_start name="r4_pan3" type=door obj="r4_static3" obj="r4_pic3" range=0.6 obstacle_end obstacle_start name="yellow_juice"//r4_door_03" type=door lock_spline="r4_door_line3" lock=interface locked obj="red_light_on3",no_collision obj="green_light_on3",no_collision obj="yellow" obstacle_end ///// obstacle_start name="r4_pan4" type=door obj="r4_static4" obj="r4_pic4" range=0.6 obstacle_end obstacle_start name="blue_juice" "//r4_door_04" type=door lock_spline="r4_door_line4" lock=interface locked obj="red_light_on4",no_collision obj="green_light_on4",no_collision obj="blue" obstacle_end /////// obstacle_start name="r4_pan5" type=door obj="r4_static5" obj="r4_pic5" range=0.6 obstacle_end obstacle_start name="r4_door_05" type=door lock_spline="r4_door_line5" lock=interface locked obj="red_light_on5",no_collision obj="green_light_on5",no_collision obj="green" use "orange"or"green"or "purple" obstacle_end ///////cover/////// blowup_start force_name="sheild_01" deb_name="explo_03" obj="dark_grey_flat_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_flat_1x1" obj="dark_grey_flat_1x1" add_within_bounds=0.5 magnitude=1.8 blowup_end /////// obstacle_start name="r2_pan6" type=door obj="r2_static6" obj="r2_pic6" range=0.6 obstacle_end obstacle_start name="r2_door_06" type=door lock_spline="r2_door_line6" lock=interface locked obj="door_06" obj="red_light_on6",no_collision obj="green_light_on6",no_collision obstacle_end //////////////flaps//////////////// obstacle_start type=door obj="flap1",no_collision obj="flap_control1" range=0.5 obstacle_end obstacle_start type=door obj="flap2",no_collision obj="flap_control2" range=0.5 obstacle_end obstacle_start type=door obj="flap3",no_collision obj="flap_control3" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap4",no_collision obj="flap_control4" range=0.5 obstacle_end obstacle_start type=door obj="flap5",no_collision obj="flap_control5" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap6",no_collision obj="flap_control6" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap7",no_collision obj="flap_control7" range=0.5 obstacle_end obstacle_start type=door obj="flap8",no_collision obj="flap_control8" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap9",no_collision obj="flap_control9" range=0.5 obstacle_end obstacle_start type=door obj="flap10",no_collision obj="flap_control10" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap11",no_collision obj="flap_control11" range=0.5 obstacle_end obstacle_start type=door obj="flap12",no_collision obj="flap_control12" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap13",no_collision obj="flap_control13" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap14",no_collision obj="flap_control14" range=0.5 obstacle_end obstacle_start type=door obj="flap15",no_collision obj="flap_control15" range=0.5 obstacle_end obstacle_start type=door obj="flap16",no_collision obj="flap_control16" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap17",no_collision obj="flap_control17" range=0.5 obstacle_end obstacle_start type=door obj="flap18",no_collision obj="flap_control18" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap19",no_collision obj="flap_control19" range=0.5 obstacle_end obstacle_start type=door obj="flap20",no_collision obj="flap_control20" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap21",no_collision obj="flap_control21" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap22",no_collision obj="flap_control22" range=0.5 obstacle_end obstacle_start type=door obj="flap23",no_collision obj="flap_control23" range=0.5 obstacle_end obstacle_start type=door obj="flap24",no_collision obj="flap_control24" range=0.5 obstacle_end obstacle_start type=door obj="flap25",no_collision obj="flap_control25" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap26",no_collision obj="flap_control26" range=0.5 obstacle_end obstacle_start type=door obj="flap27",no_collision obj="flap_control27" range=0.5 obstacle_end obstacle_start type=door obj="flap28",no_collision obj="flap_control28" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap29",no_collision obj="flap_control29" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap30",no_collision obj="flap_control30" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap31",no_collision obj="flap_control31" range=0.5 stay_open obstacle_end obstacle_start type=door obj="flap32",no_collision obj="flap_control32" range=0.5 obstacle_end obstacle_start type=door obj="flap33",no_collision obj="flap_control33" range=0.5 obstacle_end obstacle_start type=door obj="flap34",no_collision obj="flap_control34" range=0.5 obstacle_end obstacle_start type=door obj="flap35",no_collision obj="flap_control35" range=0.5 stay_open obstacle_end ////////vent///////////// teleport_start spline="teleport_01" duration=5.0 range=1.0 teleport_end //////