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 use_fog_xb 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=50 fogg_x=0 fogb_x=0 foga_x=128 hazer_x=0 hazeg_x=0 hazeb_x=0 hazea_x=0 backr_x=70 backg_x=0 backb_x=20 fogdensity=0.07 settings_end ////////////////cameras/////////////////////////// sock_start=00 campos_seek=5 cam_blend_time=1.5 cam_y_offset=1.4 offset_blend_y_ratio=1.0 cam_z_offset=-3.2 offset_blend_z_ratio=0.8 cam_pullback_ratio=0.2 cam_dist_ratio=0.05 y_limits sock_end ///////////doors////////////////////////////// door_start spline="door_5out" level="Factory_d" door_end door_start spline="door_5in" level="Factory_e" door_end ///// door_start spline="door_6out" level="Factory_e" door_end door_start spline="door_6in" level="Factory_f" door_end /////////////////////zipup////////////////////// 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 zipup_start spline="zipup_5" zipup_end //////////////r4-c3-locks///////////////// obstacle_start name="tc14_pan1" type=door obj="tc14_static1" obj="tc14_pic1" range=1.2 sfx_open="DPanelAct" sfx_close="DPanelDis" obstacle_end obstacle_start name="TC14_door_01" type=door lock_spline="tc14_door_line1" lock=interface protocol locked obj="door2" obj="red_light_on1",no_collision obj="green_light_on1",no_collision obj="red_light_off1",no_collision obj="green_light_off1",no_collision sfx_open="Fac_FastDoorOpen" sfx_close="Fac_FastDoorOpen" obstacle_end obstacle_start type=door obj="look_cam_trigger" camera_spline="look_cam" cam_start_time=0.0 cam_end_time=1.0 cam_blend_in_time=0.0 cam_blend_out_time=1.0 stay_open range=1.0 obstacle_end //////////spin loop trigger things//////// obstacle_start type=gadget obj="spin_control1",trigger obj="spin1" sfx_open="Fac_PlatformRotate" obstacle_end obstacle_start type=gadget obj="spin_control3",trigger obj="spin3" sfx_open="Fac_PlatformRotate" obstacle_end obstacle_start type=gadget obj="spin_control5",trigger obj="spin5" sfx_open="Fac_PlatformRotate" obstacle_end obstacle_start type=gadget obj="spin_control7",trigger obj="spin7" sfx_open="Fac_PlatformRotate" obstacle_end /////// obstacle_start type=gadget obj="spin_control2",trigger obj="spin2" sfx_open="Fac_PlatformRotate" obstacle_end obstacle_start type=gadget obj="spin_control4",trigger obj="spin4" sfx_open="Fac_PlatformRotate" obstacle_end obstacle_start type=gadget obj="spin_control6",trigger obj="spin6" sfx_open="Fac_PlatformRotate" obstacle_end obstacle_start type=gadget obj="spin_control8",trigger obj="spin8" sfx_open="Fac_PlatformRotate" obstacle_end //////////////////spin loop things////////// obstacle_start type=gadget chain=25,1 obj="spin_control1" obj="spin1" obstacle_end obstacle_start type=gadget chain=25,2 obj="spin_control3" obj="spin3" obstacle_end obstacle_start type=gadget chain=25,3 obj="spin_control5" obj="spin5" obstacle_end obstacle_start type=gadget chain=25,4,1 obj="spin_control7" obj="spin7" obstacle_end equivalentobject_start obj="spin1" obj="spin3" obj="spin5" obj="spin7" equivalentobject_end ///////////// obstacle_start type=gadget chain=26,1 obj="spin_control2" obj="spin2" obstacle_end obstacle_start type=gadget chain=26,2 obj="spin_control4" obj="spin4" obstacle_end obstacle_start type=gadget chain=26,3 obj="spin_control6" obj="spin6" obstacle_end obstacle_start type=gadget chain=26,4,1 obj="spin_control8" obj="spin8" obstacle_end equivalentobject_start obj="spin2" obj="spin4" obj="spin6" obj="spin8" equivalentobject_end ///////////// obstacle_start type=door obj="door1" range=0.95 sfx_open="Fac_FastDoorOpen" sfx_close="Fac_FastDoorOpen" obstacle_end //////////fallway/////////// obstacle_start type=door chain=1,1 obj="drop_a1" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=1,2 obj="drop_b1" obstacle_end //// obstacle_start type=door chain=2,1 obj="drop_a2" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=2,2 obj="drop_b2" obstacle_end ///// obstacle_start type=door chain=3,1 obj="drop_a3" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=3,2 obj="drop_b3" obstacle_end ////// obstacle_start type=door chain=4,1 obj="drop_a4" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=4,2 obj="drop_b4" obstacle_end /////////// obstacle_start type=door chain=5,1 obj="drop_a5" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=5,2 obj="drop_b5" obstacle_end //////////// obstacle_start type=door chain=6,1 obj="drop_a6" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=6,2 obj="drop_b6" obstacle_end /////////// obstacle_start type=door chain=7,1 obj="drop_a7" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=7,2 obj="drop_b7" obstacle_end ///////// obstacle_start type=door chain=8,1 obj="drop_a8" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=8,2 obj="drop_b8" obstacle_end //////// obstacle_start type=door chain=9,1 obj="drop_a9" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=9,2 obj="drop_b9" obstacle_end ///////// obstacle_start type=door chain=10,1 obj="drop_a10" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=10,2 obj="drop_b10" obstacle_end ///////// obstacle_start type=door chain=11,1 obj="drop_a11" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=11,2 obj="drop_b11" obstacle_end ///////// obstacle_start type=door chain=12,1 obj="drop_a12" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=12,2 obj="drop_b12" obstacle_end ///////// obstacle_start type=door chain=13,1 obj="drop_a13" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=13,2 obj="drop_b13" obstacle_end ///////// obstacle_start type=door chain=14,1 obj="drop_a14" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=14,2 obj="drop_b14" obstacle_end ///////// obstacle_start type=door chain=15,1 obj="drop_a15" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=15,2 obj="drop_b15" obstacle_end ///////// obstacle_start type=door chain=16,1 obj="drop_a16" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=16,2 obj="drop_b16" obstacle_end ///////// obstacle_start type=door chain=17,1 obj="drop_a17" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=17,2 obj="drop_b17" obstacle_end ///////// obstacle_start type=door chain=18,1 obj="drop_a18" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=18,2 obj="drop_b18" obstacle_end ///////// obstacle_start type=door chain=198,1 obj="drop_a19" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=19,2 obj="drop_b19" obstacle_end ///////// obstacle_start type=door chain=20,1 obj="drop_a20" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=20,2 obj="drop_b20" obstacle_end ///////// obstacle_start type=door chain=21,1 obj="drop_a21" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=21,2 obj="drop_b21" obstacle_end ///////// obstacle_start type=door chain=22,1 obj="drop_a22" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=22,2 obj="drop_b22" obstacle_end ///////// obstacle_start type=door chain=23,1 obj="drop_a23" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=23,2 obj="drop_b23" obstacle_end ///////// obstacle_start type=door chain=24,1 obj="drop_a24" stay_open range=0.2 obstacle_end obstacle_start type=gadget chain=24,2 obj="drop_b24" obstacle_end