// *---------------------------------------------------------------------- // * Z-Axis Gaming Environment // * Copyright (C) 2000, Z-Axis, LTD. All rights reserved. // * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // * // * File: Scene.Txt // * Description: Scene data base decription // * Created by: Paul Murray Mar 06, 2000. // * // * $Header: /NgEngine/src/zge/zScene.c 7 3/06/00 9:02a Paul $ // * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // * Overview:This file consists of:- // 1. A 'SCENE_COMMON' section, this describes assets which // may be used by all scenes. // 2. Multiple 'SCENE' sections, for scene specific assets // // This script doesn't necessarily mean that the assets will be loaded, it merely defines // working sets of assets. Eg. You may define 10 player models in the SCENE_COMMON section, but // chose one of them from a menu at run-time. // // Variables may be defined and used as follows:- // #define TypePlayer 0 // #define TypeBadGuy 1 // #define TypePlayerBoy 0 // #define TypePlayerGirl 1 // // TYPE $ClassPlayer // SUBTYPE $TypePlayerBoy // // // SCENE { // NAME "scene id name" - Name of scene - Used by app. to reference the scene // // FILE "file name" - File name of the scene definition file // // [ANIM { - Define an animation library // NAME "anim id name" - Identifier name of the animation library. Used by the app // to identify this library // FILE "anim file name" - The filename of the library. If a .ZAL file, the id name is // hashed to create th asset id // } ] // // [MODEL { - Define a model definition // NAME "model id name" - Identifier name of the model. Used by the app // to identify this model // FILE "model file name" - The filename of the model. If a .ZAL file, the id name is // hashed to create th asset id // TYPE typeID - App specific type identifier (Eg. Player, BadGuy etc) // SUBTYPE subTypeID - App specific sub type identifier (Eg. PlayerGirl/PlayerBoy Player etc) // [ANIM {..}] - Define an animation for this model // [ANIM {..}] // } ] // } // *----------------------------------------------------------------------* #define kModelTypePlayer 0 // Is a player #define kModelTypeBike 1 // Is an bike #define kModelTypeMisc 2 // Miscellaneous type #define kModelTypeNPC 3 // Is an NPC #define kModelTypeWeapon 4 // It's a weapon // Common to all scenes SCENE_COMMON { // player models MODEL // Model definition { NAME "Logan.standard.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Logan\Logan.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Logan.comic.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Logan\LoganComic.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Logan.streetclothes.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Logan\LoganSC.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Eric.standard.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Eric\Eric.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Ororo.standard.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Ororo\Ororo.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Jean.standard.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Jean\Jean.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Remy.standard.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Remy\Remy.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Hank.standard.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Hank\Hank.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Bobby.standard.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Bobby\Bobby.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Bobby.comic.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Bobby\BobbyComic.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Bobby.streetclothes.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Bobby\BobbySC.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Piotr.standard.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Piotr\Piotr.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Kurt.standard.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Kurt\Kurt.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Kurt.comic.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Kurt\KurtComic.ZIT" // Model file (.ZMD / .ZAL) } MODEL // Model definition { NAME "Kurt.streetclothes.model" // Model name TYPE $kModelTypePlayer // Type - Eg. player/Baddy SUBTYPE 0 // Model sub type - Eg. Girl/Boy FILE "assets\players\Kurt\KurtSC.ZIT" // Model file (.ZMD / .ZAL) } } ////////////////////////////////////////////////// // L E V E L S ////////////////////////////////////////////////// // Common levels SCENE { NAME Common FILE Assets\Levels\Common\Common\Common.ZIT } SCENE { NAME CommonWO FILE Assets\Levels\Common\CommonWO\CommonWO.ZIT } SCENE { NAME CommonMG FILE Assets\Levels\Common\CommonMG\CommonMG.ZIT } SCENE { NAME CommonNC FILE Assets\Levels\Common\CommonNC\CommonNC.ZIT } SCENE { NAME CommonIM FILE Assets\Levels\Common\CommonIM\CommonIM.ZIT } // Weapons SCENE { NAME ShkStick FILE Assets\weapons\ShkStick\ShkStick.ZIT } SCENE { NAME MPFive FILE Assets\weapons\MPFive\MPFive.ZIT } SCENE { NAME UziPistol FILE Assets\weapons\UziPistol\UziPistol.ZIT } SCENE { NAME NinjaSword FILE Assets\weapons\NinjaSword\NinjaSword.ZIT } SCENE { NAME Katana FILE Assets\weapons\Katana\Katana.ZIT } SCENE { NAME Missle FILE Assets\weapons\Missile\Missile.ZIT } SCENE { NAME Bruiser_Wpn FILE Assets\weapons\Bruiser\Bruiser.ZIT } SCENE { NAME Lancer_Wpn FILE Assets\weapons\Lancer\Lancer.ZIT } SCENE { NAME Slicer_L FILE Assets\weapons\Slicer_L\Slicer_L.ZIT } SCENE { NAME Slicer_R FILE Assets\weapons\Slicer_R\Slicer_R.ZIT } SCENE { NAME RocketLauncher FILE Assets\weapons\RocketLauncher\RocketLauncher.ZIT } SCENE { NAME Steyr9mm FILE Assets\weapons\Steyr9mm\Steyr9mm.ZIT } // CharacterFX SCENE { NAME RLGrunt FILE Assets\CharFX\RLGrunt\RLGrunt.ZIT } SCENE { NAME JasonLittle FILE Assets\CharFX\JasonLittle\JasonLittle.ZIT } SCENE { NAME Test FILE Assets\CharFX\Test\thisObject.ZIT } SCENE { NAME Wolverine FILE Assets\CharFX\Wolverine\Wolverine.ZIT } SCENE { NAME WolverineA FILE Assets\CharFX\Wolverine\WolverineA.ZIT } SCENE { NAME WolverineB FILE Assets\CharFX\Wolverine\WolverineB.ZIT } SCENE { NAME DemonWO FILE Assets\CharFX\DemonWO\DemonWO.ZIT } SCENE { NAME Nightcrawler FILE Assets\CharFX\Nightcrawler\Nightcrawler.ZIT } SCENE { NAME Iceman FILE Assets\CharFX\Iceman\Iceman.ZIT } SCENE { NAME Bruiser FILE Assets\CharFX\Bruiser\Bruiser.ZIT } SCENE { NAME Lancer FILE Assets\CharFX\Lancer\Lancer.ZIT } SCENE { NAME Slicer FILE Assets\CharFX\Slicer\Slicer.ZIT } SCENE { NAME LdyDeath FILE Assets\CharFX\LdyDeath\LdyDeath.ZIT } SCENE { NAME sldgrtwo FILE Assets\CharFX\sldgrtwo\sldgrtwo.ZIT } SCENE { NAME SldrGrnt FILE Assets\CharFX\SldrGrnt\SldrGrnt.ZIT } SCENE { NAME FlySent FILE Assets\CharFX\FlySent\FlySent.ZIT } SCENE { NAME HovSent FILE Assets\CharFX\HovSent\HovSent.ZIT } SCENE { NAME Wind FILE Assets\CharFX\Wind\Wind.ZIT } SCENE { NAME FireRptr FILE Assets\CharFX\FireRptr\FireRptr.ZIT } SCENE { NAME GiaSent FILE Assets\CharFX\GiaSent\GiaSent.ZIT } SCENE { NAME Colossus FILE Assets\CharFX\Colossus\Colossus.ZIT } SCENE { NAME MMan FILE Assets\CharFX\MMan\MMan.ZIT } SCENE { NAME Sbrtooth FILE Assets\CharFX\Sbrtooth\Sbrtooth.ZIT } SCENE { NAME SilvSam FILE Assets\CharFX\SilvSam\SilvSam.ZIT } SCENE { NAME JPC FILE Assets\CharFX\JPC\JPC.ZIT } SCENE { NAME SDSeeker FILE Assets\CharFX\SDSeeker\SDSeeker.ZIT } SCENE { NAME SDIce FILE Assets\CharFX\SDIce\SDIce.ZIT } // this is a fake file so CharFX loading works, it // just needs the directory SCENE { NAME SDSeekerMMNCA FILE Assets\CharFX\SDSeekerMMNCA\NO-FILE.ZIT } SCENE { NAME DemonNC FILE Assets\CharFX\DemonNC\DemonNC.ZIT } SCENE { NAME FSerpent FILE Assets\CharFX\FSerpent\FSerpent.ZIT } SCENE { NAME Storm FILE Assets\CharFX\Storm\Storm.ZIT } SCENE { NAME DemonWO FILE Assets\CharFX\DemonWO\DemonWO.ZIT } SCENE { NAME FlySentX FILE Assets\CharFX\FlySent\FlySent.ZIT } SCENE { NAME FlySentRabbit FILE Assets\CharFX\FlySent\FlySent.ZIT } // [@generated_data_begin@] // Section of file: ./scripts/com/Scene.txt generated // by user: EPurins // with script: batch\com\LevelGen.pl // version num: 1.0.59LCLnO // on date: Wed Jan 25 09:34:12 2006 (61P9YC7) // Please do not disturb [@begin/end@] comments && assume any changes made // within will be clobbered by the next auto-generation of levels! SCENE { NAME Andy FILE Assets\Levels\Test\Andy\Andy.ZIT } SCENE { NAME AnmProto FILE Assets\Levels\Test\AnmProto\AnmProto.ZIT } SCENE { NAME ArtProto FILE Assets\Levels\Test\ArtProto\ArtProto.ZIT } SCENE { NAME Beej FILE Assets\Levels\Test\Beej\Beej.ZIT } SCENE { NAME Brian FILE Assets\Levels\Test\Brian\Brian.ZIT } SCENE { NAME Carlos FILE Assets\Levels\Test\Carlos\Carlos.ZIT } SCENE { NAME Chris FILE Assets\Levels\Test\Chris\Chris.ZIT } SCENE { NAME Daven FILE Assets\Levels\Test\Daven\Daven.ZIT } SCENE { NAME Duncan FILE Assets\Levels\Test\Duncan\Duncan.ZIT } SCENE { NAME Edmund FILE Assets\Levels\Test\Edmund\Edmund.ZIT } SCENE { NAME Gavin FILE Assets\Levels\Test\Gavin\Gavin.ZIT } SCENE { NAME George FILE Assets\Levels\Test\George\George.ZIT } SCENE { NAME Greg FILE Assets\Levels\Test\Greg\Greg.ZIT } SCENE { NAME Greg2 FILE Assets\Levels\Test\Greg2\Greg2.ZIT } SCENE { NAME Kevin FILE Assets\Levels\Test\Kevin\Kevin.ZIT } SCENE { NAME Lara FILE Assets\Levels\Test\Lara\Lara.ZIT } SCENE { NAME Matt FILE Assets\Levels\Test\Matt\Matt.ZIT } SCENE { NAME Mike FILE Assets\Levels\Test\Mike\Mike.ZIT } SCENE { NAME Nick FILE Assets\Levels\Test\Nick\Nick.ZIT } SCENE { NAME Rich FILE Assets\Levels\Test\Rich\Rich.ZIT } SCENE { NAME Rui FILE Assets\Levels\Test\Rui\Rui.ZIT } SCENE { NAME Scott FILE Assets\Levels\Test\Scott\Scott.ZIT } SCENE { NAME Shawn FILE Assets\Levels\Test\Shawn\Shawn.ZIT } SCENE { NAME SpecFX FILE Assets\Levels\Test\SpecFX\SpecFX.ZIT } SCENE { NAME SpecFX2 FILE Assets\Levels\Test\SpecFX2\SpecFX2.ZIT } SCENE { NAME Anthony FILE Assets\Levels\Test\Anthony\Anthony.ZIT } SCENE { NAME DavidL FILE Assets\Levels\Test\DavidL\DavidL.ZIT } SCENE { NAME Hector FILE Assets\Levels\Test\Hector\Hector.ZIT } SCENE { NAME Ken FILE Assets\Levels\Test\Ken\Ken.ZIT } SCENE { NAME KevinC FILE Assets\Levels\Test\KevinC\KevinC.ZIT } SCENE { NAME Peter FILE Assets\Levels\Test2\Peter\Peter.ZIT } SCENE { NAME Shane FILE Assets\Levels\Test2\Shane\Shane.ZIT } SCENE { NAME Sherwin FILE Assets\Levels\Test2\Sherwin\Sherwin.ZIT } SCENE { NAME Epu FILE Assets\Levels\Test2\Epu\Epu.ZIT } SCENE { NAME Morgan FILE Assets\Levels\Test2\Morgan\Morgan.ZIT } SCENE { NAME Ira FILE Assets\Levels\Test2\Ira\Ira.ZIT } SCENE { NAME Victor FILE Assets\Levels\Test2\Victor\Victor.ZIT } SCENE { NAME Elijah FILE Assets\Levels\Test2\Elijah\Elijah.ZIT } SCENE { NAME Kim FILE Assets\Levels\Test2\Kim\Kim.ZIT } SCENE { NAME Jon FILE Assets\Levels\Test2\Jon\Jon.ZIT } SCENE { NAME Jimmy FILE Assets\Levels\Test2\Jimmy\Jimmy.ZIT } SCENE { NAME Audio1 FILE Assets\Levels\Audio\Audio1\Audio1.ZIT } SCENE { NAME Audio2 FILE Assets\Levels\Audio\Audio2\Audio2.ZIT } SCENE { NAME Audio3 FILE Assets\Levels\Audio\Audio3\Audio3.ZIT } SCENE { NAME IMDrone FILE Assets\Levels\AITest\IMDrone\IMDrone.ZIT } SCENE { NAME IMFactry FILE Assets\Levels\AITest\IMFactry\IMFactry.ZIT } SCENE { NAME IMFireRa FILE Assets\Levels\AITest\IMFireRa\IMFireRa.ZIT } SCENE { NAME IMFSentl FILE Assets\Levels\AITest\IMFSentl\IMFSentl.ZIT } SCENE { NAME IMGiant FILE Assets\Levels\AITest\IMGiant\IMGiant.ZIT } SCENE { NAME IMJPack FILE Assets\Levels\AITest\IMJPack\IMJPack.ZIT } SCENE { NAME IMPyro FILE Assets\Levels\AITest\IMPyro\IMPyro.ZIT } SCENE { NAME IMRaptor FILE Assets\Levels\AITest\IMRaptor\IMRaptor.ZIT } SCENE { NAME IMTraps FILE Assets\Levels\AITest\IMTraps\IMTraps.ZIT } SCENE { NAME NCColoss FILE Assets\Levels\AITest\NCColoss\NCColoss.ZIT } SCENE { NAME NCDemon FILE Assets\Levels\AITest\NCDemon\NCDemon.ZIT } SCENE { NAME NCDrone FILE Assets\Levels\AITest\NCDrone\NCDrone.ZIT } SCENE { NAME NCGrunt FILE Assets\Levels\AITest\NCGrunt\NCGrunt.ZIT } SCENE { NAME NCHSentl FILE Assets\Levels\AITest\NCHSentl\NCHSentl.ZIT } SCENE { NAME NCLabTec FILE Assets\Levels\AITest\NCLabTec\NCLabTec.ZIT } SCENE { NAME NCLancer FILE Assets\Levels\AITest\NCLancer\NCLancer.ZIT } SCENE { NAME NCLieut FILE Assets\Levels\AITest\NCLieut\NCLieut.ZIT } SCENE { NAME NCMulti FILE Assets\Levels\AITest\NCMulti\NCMulti.ZIT } SCENE { NAME NCStorm FILE Assets\Levels\AITest\NCStorm\NCStorm.ZIT } SCENE { NAME NCSWAT FILE Assets\Levels\AITest\NCSWAT\NCSWAT.ZIT } SCENE { NAME WODeath FILE Assets\Levels\AITest\WODeath\WODeath.ZIT } SCENE { NAME WODemon FILE Assets\Levels\AITest\WODemon\WODemon.ZIT } SCENE { NAME WOGrunt FILE Assets\Levels\AITest\WOGrunt\WOGrunt.ZIT } SCENE { NAME WOLabTec FILE Assets\Levels\AITest\WOLabTec\WOLabTec.ZIT } SCENE { NAME WOLancer FILE Assets\Levels\AITest\WOLancer\WOLancer.ZIT } SCENE { NAME WOLieut FILE Assets\Levels\AITest\WOLieut\WOLieut.ZIT } SCENE { NAME WOSabre FILE Assets\Levels\AITest\WOSabre\WOSabre.ZIT } SCENE { NAME WOSilver FILE Assets\Levels\AITest\WOSilver\WOSilver.ZIT } SCENE { NAME WOSlicer FILE Assets\Levels\AITest\WOSlicer\WOSlicer.ZIT } SCENE { NAME WOStorm FILE Assets\Levels\AITest\WOStorm\WOStorm.ZIT } SCENE { NAME WOSWAT FILE Assets\Levels\AITest2\WOSWAT\WOSWAT.ZIT } SCENE { NAME WOWind FILE Assets\Levels\AITest2\WOWind\WOWind.ZIT } SCENE { NAME Trigger FILE Assets\Levels\UnitTest\Trigger\Trigger.ZIT } SCENE { NAME Turret FILE Assets\Levels\UnitTest\Turret\Turret.ZIT } SCENE { NAME Sensor FILE Assets\Levels\UnitTest\Sensor\Sensor.ZIT } SCENE { NAME Spawn FILE Assets\Levels\UnitTest\Spawn\Spawn.ZIT } SCENE { NAME Destruct FILE Assets\Levels\UnitTest\Destruct\Destruct.ZIT } SCENE { NAME AI1 FILE Assets\Levels\Design\AI1\AI1.ZIT } SCENE { NAME AI2 FILE Assets\Levels\Design\AI2\AI2.ZIT } SCENE { NAME AI3 FILE Assets\Levels\Design\AI3\AI3.ZIT } SCENE { NAME Fly1 FILE Assets\Levels\Design\Fly1\Fly1.ZIT } SCENE { NAME Fly2 FILE Assets\Levels\Design\Fly2\Fly2.ZIT } SCENE { NAME Fly3 FILE Assets\Levels\Design\Fly3\Fly3.ZIT } SCENE { NAME Jens1 FILE Assets\Levels\Design\Jens1\Jens1.ZIT } SCENE { NAME Jens2 FILE Assets\Levels\Design\Jens2\Jens2.ZIT } SCENE { NAME Jens3 FILE Assets\Levels\Design\Jens3\Jens3.ZIT } SCENE { NAME Kaiser1 FILE Assets\Levels\Design\Kaiser1\Kaiser1.ZIT } SCENE { NAME Kaiser2 FILE Assets\Levels\Design\Kaiser2\Kaiser2.ZIT } SCENE { NAME Kaiser3 FILE Assets\Levels\Design\Kaiser3\Kaiser3.ZIT } SCENE { NAME Melee1 FILE Assets\Levels\Design\Melee1\Melee1.ZIT } SCENE { NAME Design.Melee1 FILE Assets\Levels\Design\Melee1\Design.ZIT } SCENE { NAME Melee2 FILE Assets\Levels\Design\Melee2\Melee2.ZIT } SCENE { NAME Design.Melee2 FILE Assets\Levels\Design\Melee2\Design.ZIT } SCENE { NAME Melee3 FILE Assets\Levels\Design\Melee3\Melee3.ZIT } SCENE { NAME Design.Melee3 FILE Assets\Levels\Design\Melee3\Design.ZIT } SCENE { NAME Randy1 FILE Assets\Levels\Design\Randy1\Randy1.ZIT } SCENE { NAME Randy2 FILE Assets\Levels\Design\Randy2\Randy2.ZIT } SCENE { NAME Randy3 FILE Assets\Levels\Design\Randy3\Randy3.ZIT } SCENE { NAME Rob1 FILE Assets\Levels\Design\Rob1\Rob1.ZIT } SCENE { NAME Rob2 FILE Assets\Levels\Design\Rob2\Rob2.ZIT } SCENE { NAME Rob3 FILE Assets\Levels\Design\Rob3\Rob3.ZIT } SCENE { NAME Travis1 FILE Assets\Levels\Design\Travis1\Travis1.ZIT } SCENE { NAME Travis2 FILE Assets\Levels\Design\Travis2\Travis2.ZIT } SCENE { NAME Travis3 FILE Assets\Levels\Design\Travis3\Travis3.ZIT } SCENE { NAME Vehicle1 FILE Assets\Levels\Design\Vehicle1\Vehicle1.ZIT } SCENE { NAME Vehicle2 FILE Assets\Levels\Design\Vehicle2\Vehicle2.ZIT } SCENE { NAME Vehicle3 FILE Assets\Levels\Design\Vehicle3\Vehicle3.ZIT } SCENE { NAME Casey1 FILE Assets\Levels\Design\Casey1\Casey1.ZIT } SCENE { NAME Casey2 FILE Assets\Levels\Design\Casey2\Casey2.ZIT } SCENE { NAME Casey3 FILE Assets\Levels\Design\Casey3\Casey3.ZIT } SCENE { NAME June1 FILE Assets\Levels\Design2\June1\June1.ZIT } SCENE { NAME June2 FILE Assets\Levels\Design2\June2\June2.ZIT } SCENE { NAME June3 FILE Assets\Levels\Design2\June3\June3.ZIT } SCENE { NAME Mark1 FILE Assets\Levels\Design2\Mark1\Mark1.ZIT } SCENE { NAME Mark2 FILE Assets\Levels\Design2\Mark2\Mark2.ZIT } SCENE { NAME Mark3 FILE Assets\Levels\Design2\Mark3\Mark3.ZIT } SCENE { NAME AlkNCA FILE Assets\Levels\Alk\AlkNCA\AlkNCA.ZIT } SCENE { NAME Design.AlkNCA FILE Assets\Levels\Alk\AlkNCA\Design.ZIT } SCENE { NAME VFX.AlkNCA FILE Assets\Levels\Alk\AlkNCA\VFX.ZIT } SCENE { NAME AlkNCC FILE Assets\Levels\Alk\AlkNCC\AlkNCC.ZIT } SCENE { NAME Design.AlkNCC FILE Assets\Levels\Alk\AlkNCC\Design.ZIT } SCENE { NAME VFX.AlkNCC FILE Assets\Levels\Alk\AlkNCC\VFX.ZIT } SCENE { NAME AlkNCD FILE Assets\Levels\Alk\AlkNCD\AlkNCD.ZIT } SCENE { NAME Design.AlkNCD FILE Assets\Levels\Alk\AlkNCD\Design.ZIT } SCENE { NAME VFX.AlkNCD FILE Assets\Levels\Alk\AlkNCD\VFX.ZIT } SCENE { NAME AlkNCE FILE Assets\Levels\Alk\AlkNCE\AlkNCE.ZIT } SCENE { NAME Design.AlkNCE FILE Assets\Levels\Alk\AlkNCE\Design.ZIT } SCENE { NAME VFX.AlkNCE FILE Assets\Levels\Alk\AlkNCE\VFX.ZIT } SCENE { NAME AlkWOB FILE Assets\Levels\Alk\AlkWOB\AlkWOB.ZIT } SCENE { NAME Design.AlkWOB FILE Assets\Levels\Alk\AlkWOB\Design.ZIT } SCENE { NAME VFX.AlkWOB FILE Assets\Levels\Alk\AlkWOB\VFX.ZIT } SCENE { NAME AlkWOC FILE Assets\Levels\Alk\AlkWOC\AlkWOC.ZIT } SCENE { NAME Design.AlkWOC FILE Assets\Levels\Alk\AlkWOC\Design.ZIT } SCENE { NAME VFX.AlkWOC FILE Assets\Levels\Alk\AlkWOC\VFX.ZIT } SCENE { NAME AlkWOD FILE Assets\Levels\Alk\AlkWOD\AlkWOD.ZIT } SCENE { NAME Design.AlkWOD FILE Assets\Levels\Alk\AlkWOD\Design.ZIT } SCENE { NAME VFX.AlkWOD FILE Assets\Levels\Alk\AlkWOD\VFX.ZIT } SCENE { NAME AlkWOF FILE Assets\Levels\Alk\AlkWOF\AlkWOF.ZIT } SCENE { NAME Design.AlkWOF FILE Assets\Levels\Alk\AlkWOF\Design.ZIT } SCENE { NAME VFX.AlkWOF FILE Assets\Levels\Alk\AlkWOF\VFX.ZIT } SCENE { NAME BridgeA FILE Assets\Levels\Bridge\BridgeA\BridgeA.ZIT } SCENE { NAME Design.BridgeA FILE Assets\Levels\Bridge\BridgeA\Design.ZIT } SCENE { NAME VFX.BridgeA FILE Assets\Levels\Bridge\BridgeA\VFX.ZIT } SCENE { NAME BridgeB FILE Assets\Levels\Bridge\BridgeB\BridgeB.ZIT } SCENE { NAME Design.BridgeB FILE Assets\Levels\Bridge\BridgeB\Design.ZIT } SCENE { NAME VFX.BridgeB FILE Assets\Levels\Bridge\BridgeB\VFX.ZIT } SCENE { NAME ChaseA FILE Assets\Levels\Chase\ChaseA\ChaseA.ZIT } SCENE { NAME Design.ChaseA FILE Assets\Levels\Chase\ChaseA\Design.ZIT } SCENE { NAME VFX.ChaseA FILE Assets\Levels\Chase\ChaseA\VFX.ZIT } SCENE { NAME ChaseAB FILE Assets\Levels\Chase\ChaseAB\ChaseAB.ZIT } SCENE { NAME Design.ChaseAB FILE Assets\Levels\Chase\ChaseAB\Design.ZIT } SCENE { NAME VFX.ChaseAB FILE Assets\Levels\Chase\ChaseAB\VFX.ZIT } SCENE { NAME ChaseBB FILE Assets\Levels\Chase\ChaseBB\ChaseBB.ZIT } SCENE { NAME Design.ChaseBB FILE Assets\Levels\Chase\ChaseBB\Design.ZIT } SCENE { NAME VFX.ChaseBB FILE Assets\Levels\Chase\ChaseBB\VFX.ZIT } SCENE { NAME DangerA FILE Assets\Levels\Danger\DangerA\DangerA.ZIT } SCENE { NAME DangerC FILE Assets\Levels\Danger\DangerC\DangerC.ZIT } SCENE { NAME DangerE FILE Assets\Levels\Danger\DangerE\DangerE.ZIT } SCENE { NAME MMoldIMA FILE Assets\Levels\MMold\MMoldIMA\MMoldIMA.ZIT } SCENE { NAME Design.MMoldIMA FILE Assets\Levels\MMold\MMoldIMA\Design.ZIT } SCENE { NAME VFX.MMoldIMA FILE Assets\Levels\MMold\MMoldIMA\VFX.ZIT } SCENE { NAME MMoldNCA FILE Assets\Levels\MMold\MMoldNCA\MMoldNCA.ZIT } SCENE { NAME Design.MMoldNCA FILE Assets\Levels\MMold\MMoldNCA\Design.ZIT } SCENE { NAME VFX.MMoldNCA FILE Assets\Levels\MMold\MMoldNCA\VFX.ZIT } SCENE { NAME MMoldNCB FILE Assets\Levels\MMold\MMoldNCB\MMoldNCB.ZIT } SCENE { NAME Design.MMoldNCB FILE Assets\Levels\MMold\MMoldNCB\Design.ZIT } SCENE { NAME VFX.MMoldNCB FILE Assets\Levels\MMold\MMoldNCB\VFX.ZIT } SCENE { NAME MMoldWOA FILE Assets\Levels\MMold\MMoldWOA\MMoldWOA.ZIT } SCENE { NAME Design.MMoldWOA FILE Assets\Levels\MMold\MMoldWOA\Design.ZIT } SCENE { NAME VFX.MMoldWOA FILE Assets\Levels\MMold\MMoldWOA\VFX.ZIT } SCENE { NAME MMoldWOB FILE Assets\Levels\MMold\MMoldWOB\MMoldWOB.ZIT } SCENE { NAME Design.MMoldWOB FILE Assets\Levels\MMold\MMoldWOB\Design.ZIT } SCENE { NAME VFX.MMoldWOB FILE Assets\Levels\MMold\MMoldWOB\VFX.ZIT } SCENE { NAME NuclearA FILE Assets\Levels\Nuclear\NuclearA\NuclearA.ZIT } SCENE { NAME Design.NuclearA FILE Assets\Levels\Nuclear\NuclearA\Design.ZIT } SCENE { NAME VFX.NuclearA FILE Assets\Levels\Nuclear\NuclearA\VFX.ZIT } SCENE { NAME NuclearB FILE Assets\Levels\Nuclear\NuclearB\NuclearB.ZIT } SCENE { NAME Design.NuclearB FILE Assets\Levels\Nuclear\NuclearB\Design.ZIT } SCENE { NAME VFX.NuclearB FILE Assets\Levels\Nuclear\NuclearB\VFX.ZIT } SCENE { NAME NuclearD FILE Assets\Levels\Nuclear\NuclearD\NuclearD.ZIT } SCENE { NAME Design.NuclearD FILE Assets\Levels\Nuclear\NuclearD\Design.ZIT } SCENE { NAME VFX.NuclearD FILE Assets\Levels\Nuclear\NuclearD\VFX.ZIT } SCENE { NAME SamuraiA FILE Assets\Levels\Samurai\SamuraiA\SamuraiA.ZIT } SCENE { NAME Design.SamuraiA FILE Assets\Levels\Samurai\SamuraiA\Design.ZIT } SCENE { NAME VFX.SamuraiA FILE Assets\Levels\Samurai\SamuraiA\VFX.ZIT } SCENE { NAME SamuraiB FILE Assets\Levels\Samurai\SamuraiB\SamuraiB.ZIT } SCENE { NAME Design.SamuraiB FILE Assets\Levels\Samurai\SamuraiB\Design.ZIT } SCENE { NAME VFX.SamuraiB FILE Assets\Levels\Samurai\SamuraiB\VFX.ZIT } SCENE { NAME SamuraiC FILE Assets\Levels\Samurai\SamuraiC\SamuraiC.ZIT } SCENE { NAME Design.SamuraiC FILE Assets\Levels\Samurai\SamuraiC\Design.ZIT } SCENE { NAME VFX.SamuraiC FILE Assets\Levels\Samurai\SamuraiC\VFX.ZIT } SCENE { NAME SamuraiE FILE Assets\Levels\Samurai\SamuraiE\SamuraiE.ZIT } SCENE { NAME Design.SamuraiE FILE Assets\Levels\Samurai\SamuraiE\Design.ZIT } SCENE { NAME VFX.SamuraiE FILE Assets\Levels\Samurai\SamuraiE\VFX.ZIT } SCENE { NAME SamuraiF FILE Assets\Levels\Samurai\SamuraiF\SamuraiF.ZIT } SCENE { NAME Design.SamuraiF FILE Assets\Levels\Samurai\SamuraiF\Design.ZIT } SCENE { NAME VFX.SamuraiF FILE Assets\Levels\Samurai\SamuraiF\VFX.ZIT } SCENE { NAME StatueA FILE Assets\Levels\Statue\StatueA\StatueA.ZIT } SCENE { NAME Design.StatueA FILE Assets\Levels\Statue\StatueA\Design.ZIT } SCENE { NAME VFX.StatueA FILE Assets\Levels\Statue\StatueA\VFX.ZIT } SCENE { NAME StatueB FILE Assets\Levels\Statue\StatueB\StatueB.ZIT } SCENE { NAME Design.StatueB FILE Assets\Levels\Statue\StatueB\Design.ZIT } SCENE { NAME VFX.StatueB FILE Assets\Levels\Statue\StatueB\VFX.ZIT } SCENE { NAME Fes FILE Assets\Levels\Fes\Fes\Fes.ZIT } // [@generated_data_end@] SCENE { NAME ls_LoadingScreenDefault FILE Assets\Loading\LSDef.ZIT } #include "assets\ExtraScn.txt" END