;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; config ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; sound = true/false ; debug = true/false config { sound = true; debug = true; song = bitarts_nomoretomorrow.ogg } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; oikeat efektit ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; trigger aurasync { 183959 43 185196 64 185538 85 186604 86 187927 64 188311 64 189335 43 190743 85 191084 64 192130 64 193538 64 193879 64 194924 86 196311 85 196631 64 197719 85 199084 107 199447 64 200492 86 201836 107 202220 86 203223 85 204631 128 205015 85 } trigger auratriggers { 206079 128 207423 150 208874 107 210239 107 } trigger auracamtriggers { 189336 106 194946 86 200578 86 } event auralightup { time = 193000 length = 2000 } namespace aura { vector3 cam1 = 3 3 -4 vector3 cam2 = -4 2.5 -5 vector3 tgt1 = 0 2 0 vector3 tgt2 = 0 1 0 vector3 cam3 = -3 2 -5 vector3 cam4 = -4 2.5 -6 vector3 tgt3 = 0 2 0 vector3 tgt4 = 0 1 0 vector3 cam5 = -3 3 4 vector3 cam6 = 4 2.5 5 vector3 tgt5 = 0 2 0 vector3 tgt6 = 0 1 0 vector3 cam7 = 4 1 -2 vector3 cam8 = 3 2.5 -5 vector3 tgt7 = 0 1 0 vector3 tgt8 = 0 3 0 float wobblespeed1 = 9 float wobblespeed2 = 13 float wobblespeed3 = 7 float wobble1 = 0.1 float wobble2 = 0.15 float wobble3 = 0.05 int seed = 54 int streamcount = 15 float streamstarty = 0 float streamendy = 2 string belowparticle = 2.png string aboveparticle = 2.png color3 mincolor = 0.0 0.0 0.0 color3 maxcolor = 0.3 0.3 0.3 float colorexponetial = 1 color3 mincolor2 = 0.1 0.1 0.1 color3 maxcolor2 = 0.6 0.9 0.9 float particlesizemod = 0.6 float auraopenstart = 0.0 float auraopenend = 0.1 color4 auracolor = 0.5 0.5 0.8 0.3 int maxparticles = 800 float aurasize = 0.5 int streampointcount = 6 float streamsteplength = 0.5 float streamstepminraise = -0.01 float streamstepmaxraise = 0.2 float streamstepminturn = -0.8 float streamstepmaxturn = 0.8 float clipminy = 1.7 float clipmaxy = 2.5 float particlespawnspeed = 0.005 float particlespawnradius = 0.05 float particlemaxsize = 0.1 float particleminsize = 0.012 float particleminspeedy = 0.003 float particlemaxspeedy = 0.008 float particleminspeed = -0.0008 float particlemaxspeed = 0.0008 float particlemindirection = 0.0001 float particlemaxdirection = 0.001 float particlemaxalpha = 0.2 float particleminalpha = 0.3 float particlemindeathspeed = 0.002 float particlemaxdeathspeed = 0.02 float particlebirthspeed = 0.04 float particlemincrawlspeed = 0.001 float particlemaxcrawlspeed = 0.002 float particlemincrawlalpha = 0.6 float particlemaxcrawlalpha = 0.9 int objectcount = 20 int objectseed = 51948198 float objectminsize = 0.5 float objectmaxsize = 1.0 float objectrotationspeedmin = 0.0003 float objectrotationspeedmax = 0.0006 float objectminradius = 5 float objectmaxradius = 11 float objectminy = 1 float objectmaxy = 5 color3 materialdiffuse = 0.5 0.1 0.15 color3 materialambient = 0.2 0.2 0.2 color3 materialspecular = 0.0 0.9 0.9 float materialshininess = 100 vector3 lightposition = 16 10 0 color3 lightdiffuse = 1 1 1 color3 lightambient = 0.2 0.2 0.2 color3 lightspecular = 0.6 0.6 0.6 float light2flicker = 0.5 vector3 lightposition2 = 0 5 0 color3 lightdiffuse2 = 0.3 0.5 0.6 color3 lightambient2 = 0.2 0.2 0.3 color3 lightspecular2 = 0.3 0.5 0.6 bool enablegate1 = true bool enablegate2 = false vector3 gatepos = 0 1.5 0 vector3 gatescale = 2 2 2 color3 gatediffuse1 = 0.1 0.1 0.1 color3 gateambient1 = 0.0 0.0 0.0 color3 gatespecular1 = 1 1 1 float gateshininess1 = 100 color3 gatediffuse2 = 0.2 0.2 0.2 color3 gateambient2 = 0.2 0.2 0.2 color3 gatespecular2 = 1 1 1 float gateshininess2 = 160 int groundres = 64 float groundfade = 5 float groundsize = 40 float groundtexturewrap = 7 string groundtexture = ground4.jpg string windtexture = 2.png int windmaxcount = 30000 int windaddcount = 15000 float windminsize = 0.01 float windmaxsize = 0.03 float windminenergy = 0.10 float windmaxenergy = 0.30 float windminfade = 0.1 float windmaxfade = 0.2 float winddeviationstrength = 0.5 Vector3 winddirection = 0 -1 0 Vector3 windminpos = -9 0 -9 Vector3 windmaxpos = 9 6 9 int glowcount = 10; float glowx = 0.05: float glowy = 0.05; float glowalpha = 1.0f; float glowexp = 0.4f; } event xplofall { time = 139200 length = 7000 } event xplocamchoose { time = 144700 length = 1000 } event xplowind { time = 145000 length = 3000 } namespace xplo { vector3 campos = 5 2 -5 vector3 campos2 = 8 3 -11 vector3 camtgt = 0 0 0 vector3 camtgt2 = 0 1 0 vector3 campos3 = -5 2 -7 vector3 campos4 = 5 3 -9 vector3 camtgt3 = 0 0 0 vector3 camtgt4 = 0 1 -2 float camshake = 0.3f float tgtshake = 0.2f float camshakeexp = 2.5 int seed = 1501 float gravity = 0.0005 int minpieces = 7 int maxpieces = 10 int minemit = 1 int maxemit = 1 float pieceminvelocity = 0.03 float piecemaxvelocity = 0.09 float pieceminenergy = 0.3 float piecescatter = 0.015 float particleminsize = 0.01 float particlemaxsize = 0.055 float particleminalpha = 0.2 float particlemaxalpha = 0.5 float particleemitradius = 0.03 float particlescatter = 0.01 float particleminenergy = 0.3 float particlefadestartmin = 0.76 float particlefadestartmax = 0.90 float particlefadetimemin = 0.01 float particlefadetimemax = 0.10 float particlermin = 0.9 float particlermax = 1.0 float particlegmin = 0.5 float particlegmax = 0.7 float particlebmin = 0.15 float particlebmax = 0.2 float falldampmin = 0.4 float falldampmax = 0.6 float piecermax = 1.0 float piecermin = 0.9 float piecegmax = 0.8 float piecegmin = 0.6 float piecebmax = 0.5 float piecebmin = 0.4 float palphamin = 0.1 float palphamax = 1.0 float psizemin = 0.03 float psizemax = 0.09 string piecetexture = 2.png float smokegravity = 0.00001 float smokermax = 0.2 float smokermin = 0.2 float smokegmax = 0.2 float smokegmin = 0.2 float smokebmax = 0.2 float smokebmin = 0.2 float smokealphamin = 0.2 float smokealphamax = 0.7 float smokesizemin = 0.06 float smokesizemax = 0.1 float smokespeedmin = 0.001 float smokespeedmax = 0.007 float smokeenergymin = 1.4 float smokeenergymax = 1.8 string smoketexture = 2.png string xploparticle1 = 3.png string xploparticle2 = 10.png string smokeparticle = 2.png int smokemincount = 500 int smokemaxcount = 900 float smokeminsize = 0.15 float smokemaxsize = 0.40 float smokeminenergy = 3.7 float smokemaxenergy = 8.2 float smokeminfade = 0.1 float smokemaxfade = 0.3 float smokespread = 0.4 float smokeminspeed = 0.003 float smokemaxspeed = 0.007 Color3 smokemincolor = 0.1 0.1 0.1 Color3 smokemaxcolor = 0.3 0.4 0.6 int groundres = 64 float groundfade = 0.5 float groundsize = 40 float groundtexturewrap = 10 string groundtexture = ground2.jpg string windtexture = 3.png int windmaxcount = 20000 int windaddcount = 2000 float windminsize = 0.01 float windmaxsize = 0.03 float windminenergy = 0.10 float windmaxenergy = 0.30 float windminfade = 0.1 float windmaxfade = 0.2 float winddeviationstrength = 0.5 Vector3 winddirection = 0 -1 0 Vector3 windminpos = -9 0 -9 Vector3 windmaxpos = 9 6 9 int glowcount = 6; float glowx = 0.015: float glowy = 0.015; float glowalpha = 0.97f; float glowexp = 3.1f; } trigger xplotriggerit { 122500 1000 123900 1000 124400 1000 125100 1000 126600 1000 127200 1000 128000 1000 129700 1000 130700 1000 131400 1000 132100 1000 132800 1000 133500 1000 } trigger xplocamtriggerit { 122545 1000 125000 1000 128113 1000 130844 1000 131462 1000 132209 1000 132870 1000 133681 1000 } trigger xplocamtriggeritsmall { 124000 500 124500 500 126776 500 127352 500 130000 500 } trigger blossomtriggerit { 161503 500 164234 500 164874 500 165599 500 166324 500 167092 8000 } trigger blossomsync { 178597 85 178746 85 179642 107 179941 106 180986 107 182394 128 182757 64 } event blossombloom { time = 167000 length = 1000 } event blossomcamera { time = 172600 length = 1000 } namespace blossom { float camshake = 0.3f float tgtshake = 0.2f float camshakeexp = 2.5 float density = 12.5 float spread = 0.02 float minsize = 0.01 float maxsize = 0.16 float minfade = 0.02 float maxfade = 0.6 string blossomparticle = 2.png string bloomparticle = 11.png float bloomdensity = 30 float bloomspread = 0.05 float bloomminsize = 0.01 float bloommaxsize = 0.12 float bloomminfade = 0.8 float bloommaxfade = 0.95 int treecount = 60 int treeseed = 5555 int minlinecount = 30 int maxlinecount = 35 float minfirstheight = 2 float maxfirstheight = 11 float treeradius = 11 float piecermax = 1.0 float piecermin = 0.9 float piecegmax = 0.8 float piecegmin = 0.6 float piecebmax = 0.5 float piecebmin = 0.4 float palphamin = 0.1 float palphamax = 1.0 float psizemin = 0.03 float psizemax = 0.09 float smokermax = 0.2 float smokermin = 0.2 float smokegmax = 0.2 float smokegmin = 0.2 float smokebmax = 0.2 float smokebmin = 0.2 float smokealphamin = 0.2 float smokealphamax = 0.7 float smokesizemin = 0.06 float smokesizemax = 0.1 float smokespeedmin = 0.001 float smokespeedmax = 0.007 float smokeenergymin = 1.4 float smokeenergymax = 1.8 string smoketexture = 2.png int groundres = 64 float groundfade = 0.5 float groundsize = 40 float groundtexturewrap = 10 string groundtexture = ground2.jpg int glowcount = 6; float glowx = 0.055 float glowy = 0.055; float glowalpha = 0.99f; float glowexp = 0.5f; string windtexture = 3.png int windmaxcount = 20000 int windaddcount = 7000 float windminsize = 0.01 float windmaxsize = 0.03 float windminenergy = 0.10 float windmaxenergy = 0.30 float windminfade = 0.2 float windmaxfade = 0.4 float winddeviationstrength = 0.5 Vector3 winddirection = 0 -1 0 Vector3 windminpos = -9 0 -9 Vector3 windmaxpos = 9 6 9 } event surveyendemit { time = 239500 length = 10000 } event credits { time = 240000 length = 1000 } event surveysync { time = 234000 length = 5000 } trigger surveycams { 217174 86 222785 128 228200 150 } namespace survey { int groundres = 64 float groundfade = 1 float groundsize = 40 float groundtexturewrap = 10 string groundtexture = ground5.jpg float minstart = 0.01 float maxstart = 0.35 string windtexture = 10.png int windmaxcount = 20000 int windaddcount = 5000 float windminsize = 0.01 float windmaxsize = 0.03 float windminenergy = 0.10 float windmaxenergy = 0.30 float windminfade = 0.1 float windmaxfade = 0.2 float winddeviationstrength = 0.5 Vector3 winddirection = 0 0 -1 Vector3 windminpos = -9 0 -9 Vector3 windmaxpos = 9 6 9 float smokermax = 0.2 float smokermin = 0.2 float smokegmax = 0.2 float smokegmin = 0.2 float smokebmax = 0.2 float smokebmin = 0.2 float smokealphamin = 0.4 float smokealphamax = 0.9 float smokesizemin = 0.01 float smokesizemax = 0.02 float smokespeedmin = 0.0001 float smokespeedmax = 0.001 float smokeenergymin = 3.0 float smokeenergymax = 4.5 string smoketexture = 2.png float firermax2 = 0.3 float firermin2 = 0.2 float firegmax2 = 0.6 float firegmin2 = 0.3 float firebmax2 = 1.0 float firebmin2 = 0.8 float firermax = 1.0 float firermin = 0.8 float firegmax = 0.6 float firegmin = 0.3 float firebmax = 0.3 float firebmin = 0.2 float firealphamin = 0.9 float firealphamax = 1.0 float firesizemin = 0.02 float firesizemax = 0.04 float firespeedmin = 0.001 float firespeedmax = 0.002 float fireenergymin = 0.1 float fireenergymax = 0.2 string firetexture = 4.png vector3 cam1 = 6 3 -4 vector3 cam2 = -1 2.5 -5 vector3 tgt1 = -1 2 0 vector3 tgt2 = -3 1 -4 vector3 cam3 = -3 2 -5 vector3 cam4 = -4 2.5 -6 vector3 tgt3 = 0 2 0 vector3 tgt4 = 0 1 0 vector3 cam5 = -6 1 -2 vector3 cam6 = -7 1.5 -2 vector3 tgt5 = 0 4 0 vector3 tgt6 = 3 2 0 vector3 cam7 = 5 1 -3 vector3 cam8 = 4 2.5 -6 vector3 tgt7 = 0 1 0 vector3 tgt8 = 0 3 0 float gravity = 0.00003f float firemintime = 0.035 float firemaxtime = 0.06 float firesizeincreasemin = 0.000 float firesizeincreasemax = 0.001 int fireseed = 35019 int firecount = 100 vector3 firearea1 = -3.0 0.5 -9.0 vector3 firearea2 = 3.0 5.0 2.0 int glowcount = 6; float glowx = 0.01: float glowy = 0.01; float glowalpha = 0.96f; float glowexp = 0.5f; } namespace moykkytesti { string meshname = frolic.obj string shadername = lighting_directionalflat vector3 lightposition = 1 1 0 color3 lightcolor1 = 0.2f 0.2f 0.2f color3 lightcolor2 = 0.7f 0.7f 0.7f color3 ambientlight = 0 0 0 color3 specularlight = 0.7 0.7 0.7 bool rotateobject = true; bool movelight = true; color3 diffusematerial = 0 0 1 color3 ambientmaterial = 1 1 1 color3 specularmaterial = 1 1 1 float shininess = 60.0f; float constantattenuation = 0.0f; float linearattenuation = 0.1f; float quadraticattenuation = 0.1f; } namespace valotesti { string meshname = athene.obj string meshname2 = frolic.obj string shadername = lighting_pointflat vector3 campos = 0 0 -10.0 vector3 camtgt = 0 0 0 int objectcount = 100 int camerapoints = 20 int seed = 514590 vector3 lightposition = 1 1 0 color3 lightcolor1 = 0.9f 0.9f 0.9f color3 lightcolor2 = 0.7f 0.7f 0.7f color3 ambientlight = 0.03 0.03 0.03 color3 specularlight = 1 1 1 bool rotateobject = true; bool movelight = false; color3 diffusematerial = 0.1 0.1 0.1 color3 ambientmaterial = 1 1 1 color3 specularmaterial = 1 1 1 float shininess = 60.0f; color3 diffusematerial2 = 0.5 0.3 0.1 color3 ambientmaterial2 = 0.1 0.1 0.1 color3 specularmaterial2 = 0.9 0.7 0.1 float shininess2 = 30.0f; float spotexponent = 40.5f; float constantattenuation = 1.0f; float linearattenuation = 0.0f; float quadraticattenuation = 0.0f; } trigger valotestitriggers { 11285 400 12650 400 13034 400 14037 400 15402 400 15786 400 16831 400 18218 400 18559 400 19626 400 20991 400 21354 400 22399 400 23765 400 24127 400 25173 400 26559 400 26922 400 27989 400 29333 400 29674 400 30741 400 32106 400 32490 400 33514 400 34858 400 36266 400 37717 400 39061 400 39829 400 } trigger alkutriggers { 3000 2752 6355 4758 } namespace alku { float distance = 2.5f; float size = 1.0f; float fadeinstart = 0.05f; float fadeinend = 0.25f; float fadeoutstart = 0.87f; float fadeoutend = 0.95f; float movement = -0.7f; float noise = 0.0002f; } namespace loppu { float distance = 4.5f; float size = 1.0f; float fadeinstart = 0.05f; float fadeinend = 0.25f; float fadeoutstart = 0.87f; float fadeoutend = 0.95f; float movement = -0.7f; float noise = 0.0002f; } namespace title { float translation = 1.3 float distance = 4.0f; float size = 1.0f; float fadeinstart = 0.2f; float fadeinend = 0.25f; float fadeoutstart = 0.47f; float fadeoutend = 0.50f; float movement = -0.1f; float noise = 0.0000f; } namespace viuhu { int seed = 155; int bandcount = 900; //750; int steps = 200; int spread = 10; float defaultsub = 0.0005 float basssub = 0.0025f float bassexp = 2.3f int glowcount = 6; float glowx = 0.045: float glowy = 0.045; float glowalpha = 0.93f; float glowexp = 3.5f; float fadestart = 0.0f; float fadeend = 0.1; float noisefadestart = 0.3 float noisefadeend = 0.6 float noisestrength = 0.12 float fadeoutstart = 0.90 float fadeoutend = 0.97 color3 basso = 1 0.7 0.2 color3 diskantti = 0.2, 0.7f, 1.0f int otusseed = 54191 int otuscount = 20 float otussourceradius = 6.0 float otusdestradius = 2.0f vector3 otustranslate = 0 0 -11 float firermax = 0.3 float firermin = 0.2 float firegmax = 0.6 float firegmin = 0.3 float firebmax = 1.0 float firebmin = 0.8 float firealphamin = 0.9 float firealphamax = 1.0 float firesizemin = 0.03 float firesizemax = 0.05 float firespeedmin = 0.001 float firespeedmax = 0.002 float fireenergymin = 0.1 float fireenergymax = 0.2 string firetexture = 4.png float firemintime = 0.035 float firemaxtime = 0.06 float gravity = 0.00003f int fireglowcount = 6; float fireglowx = 0.005: float fireglowy = 0.005; float fireglowalpha = 0.96f; float fireglowexp = 0.5f; }; event peltowobble { time = 69500 length = 2000 } event peltofade1 { time = 61200 length = 600 } event peltofade2 { time = 64100 length = 600 } trigger peltoobjectsync { 72400 100 72700 85 72900 85 73867 107 74209 85 75254 85 76662 128 77003 86 77345 128 } namespace pelto { int res = 40; float size = 10; float itemsize = 0.10f; color3 itemcolor1 = 0 0 0 color3 itemcolor2 = 1 1 1 color3 spikecolor = 0.3, 1, 1 color3 energycolor1 = 0.3, 1, 1 color3 energycolor2 = 1 0.3 1 float maxwobble = 0.3; int seed = 510; int growthcount = 1000; float growthstart = 0.47f; float growthend = 0.85f; float growthtimemin = 0.02f; float growthtimemax = 0.05f; float growthlengthmin = 0.15f; float growthlengthmax = 0.6; vector3 growthcenter = 0.0 3.0 0.0 float growthradius = 2.5f; color4 growthcolor = 1.0 0.4 0.9 1.0 vector3 objectpos = -1.0 2.0 -0.5 float objectscale = 2.0f; int groundres = 64 float groundy = -2 float groundfade = 0.5 float groundsize = 40 float groundtexturewrap = 10 string groundtexture = dirt4.jpg int glowcount = 6; float glowx = 0.045: float glowy = 0.045; float glowalpha = 0.99f; float glowexp = 1.6f; string meshname = alienengine.obj string shadername = lighting_pointflat string meshtexturename = ground2.jpg vector3 lightposition = 1 1 0 color3 lightcolor = 0.6 0.6 0.6 vector3 meshpos = 0.6 1.5 0 float meshsize = 1.4 vector3 meshrotation = 0 1 0 float meshrotationspeed = -2500 float meshrotationexp = 5.0f color3 ambientlight = 0.05 0.05 0.05 color3 specularlight = 0.7 1 1 color3 diffusematerial = 0 0 0 color3 ambientmaterial = 0 0 0 color3 specularmaterial = 1 1 1 float shininess = 50.0f; float constantattenuation = 0.0f; float linearattenuation = 0.1f; float quadraticattenuation = 0.1f; float noiseinc = 0.4 float noisepow = 4.5 float humstart = 0.0 float humend = 0.5 float humlength = 1.0f int humcount = 5000 int humglowcount = 6; float humglowx = 0.01: float humglowy = 0.01; float humglowalpha = 0.99f; float humglowexp = 1.6f; } ;;;;;;;;;;;;;;;;; Katkoviivat trigger katkoviivatriggers { 78129 200 79430 200 79793 200 80796 200 82204 200 82566 200 83590 200 84998 200 85340 200 86406 200 87793 200 88134 200 89222 200 90545 200 90908 200 91996 200 93340 200 93681 200 94790 200 96092 200 96454 200 97542 200 98886 200 99249 200 100294 200 } namespace katkoviivat { int randomseed = 1611; int viivacount = 30; int viivapoints = 90; float viivawidthmin = 0.02f; float viivawidthmax = 0.06f; float turnprob = 0.25f; float buildstart = 0.07 float buildstop = 0.95 float buildminlength = 0.1 float buildmaxlength = 0.55 float steplength = 0.13f; float startareawidth = 3.0f; float startareadepth = 1.5f; float startareaheight = 1.5f; float minspeed = 0.1f; float maxspeed = 0.3f; float spacing = 91.4f; int drawsteps = 200; float drawalpha = 0.98f; float rotspeed = 300.0f; Vector3 rotangle = 0.4 0.7 0.0f color3 katkoviivacolor = 1 1 1 color3 katkoviivacolor2 = 0 0 0 color4 bordercolor = 0.3 1 1 1.0f int groundres = 64 float groundfade = 0.5 float groundsize = 40 float groundtexturewrap = 10 string groundtexture = ground2.jpg string windtexture = 11.png int windmaxcount = 20000 int windaddcount = 3500 float windminsize = 0.03 float windmaxsize = 0.05 float windminenergy = 0.10 float windmaxenergy = 0.30 float windminfade = 0.2 float windmaxfade = 0.5 float winddeviationstrength = 0.5 Vector3 winddirection = 2 0 0 Vector3 windminpos = -15 0 -15 Vector3 windmaxpos = 15 6 15 float flashlength = 0.03 int glowcount = 7; float glowx = 0.02: float glowy = 0.02 ; float glowalpha = 0.93f; float glowexp = 2.3f; float gravity = 0.0003f int fireglowcount = 6; float fireglowx = 0.005: float fireglowy = 0.005; float fireglowalpha = 0.96f; float fireglowexp = 0.5f; float firebmax = 1.0 float firebmin = 0.9 float firegmax = 1.0 float firegmin = 0.9 float firermax = 1.0 float firermin = 0.8 float firealphamin = 0.9 float firealphamax = 1.0 float firesizemin = 0.03 float firesizemax = 0.1 float firespeedmin = 0.005 float firespeedmax = 0.009 float fireenergymin = 0.1 float fireenergymax = 0.3 string firetexture = 8.png float firemintime = 0.005 float firemaxtime = 0.02 }; trigger katkoviivakamerat { 80817 500 83591 500 86385 500 89159 500 91932 500 94600 500 97500 500 } event katkoviivafade { time = 33500 length = 1500 } ;;;;;;;;;;;;;;;;;; Equ event equscenefade { time = 35000 length = 2000 } namespace equ { float timer_off_fix = 1.55q; float width = 3.0; float height = 1.5; float depth = 0.2; float noisefadestart = 0.45 float noisefadeend = 0.6 float noisestrength = 0.2 color3 normalcolor = 1, 1, 1 color3 flashcolor = 1 1 1 float flashglow = 0.03 int groundres = 64 float groundy = -2 float groundfade = 2 float groundsize = 40 float groundtexturewrap = 4 string groundtexture = ground4.jpg int glowcount = 8; float glowx = 0.03: float glowy = 0.03 ; float glowalpha = 0.93f; float glowexp = 2.9f; float firermax = 0.3 float firermin = 0.2 float firegmax = 0.6 float firegmin = 0.3 float firebmax = 1.0 float firebmin = 0.8 float firealphamin = 0.9 float firealphamax = 1.0 float firesizemin = 0.01 float firesizemax = 0.08 float firespeedmin = 0.001 float firespeedmax = 0.002 float fireenergymin = 0.1 float fireenergymax = 0.2 string firetexture = 4.png float firemintime = 0.035 float firemaxtime = 0.06 int otuscount = 20 int otusseed = 1235 vector3 alienarea1 = -3 0 -3 vector3 alienarea2 = 3 3 3 float alieninvasionstartmin = 0.35 float alieninvasionstartmax = 0.6 float alieninvasionlengthmin = 0.1 float alieninvasionlengthmax = 0.3 float initialheight = 6.0 float gravity = 0.00003f int fireglowcount = 6; float fireglowx = 0.005: float fireglowy = 0.005; float fireglowalpha = 0.96f; float fireglowexp = 0.5f; } trigger equflash { 39700 700 41100 700 42500 700 43900 700 45300 700 46700 700 48100 700 49500 700 50900 700 52300 700 53700 700 55100 700 56400 700 57900 700 59300 700 60700 700 } event equfadein { time = 37000 length = 2000 } camera equcamera1 { starttime = 32000; endtime = 62000; type = linear; startposition = 0.0 0.0 3.0 endposition = 1.2 1.3 7.0 starttarget = 0.0 0.0 0.0 endtarget = 0.0 0.0 0.0 startup = 0.0 1.0 0.0 endup = 0.0 1.0 0.0 } camera equcamera2 { starttime = 32000; endtime = 62000; type = linear; startposition = -5.5 0.0 4.0 endposition = 6.6 0.6 4.0 starttarget = 0.0 0.0 0.0 endtarget = 0.0 0.0 0.0 startup = 0.0 1.0 0.0 endup = 0.0 1.0 0.0 } camera equcamera3 { starttime = 32000; endtime = 62000; type = linear; startposition = 1.0 -0.2 9.0 endposition = -0.9 0.3 1.0 starttarget = 0.0 0.0 0.0 endtarget = 0.0 0.0 0.0 startup = 0.0 1.0 0.0 endup = 0.0 1.0 0.0 } camera equcamera4 { starttime = 32000; endtime = 62000; type = linear; startposition = 0.0 -0.4 1.0 endposition = 0.3 0.5 5.0 starttarget = 0.0 0.0 0.0 endtarget = 0.0 0.0 0.0 startup = 0.0 1.0 0.0 endup = -0.1 0.8 0.0 } trigger equtriggerit { 44500 1000 50100 1000 55800 1000 } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; ekg ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; trigger ekgtriggers { 101027 400 102414 400 103800 400 105208 400 106552 400 107982 400 109390 400 110755 400 112142 400 113550 400 114979 400 116344 400 117752 400 119139 400 120504 400 121934 400 } trigger ekgtriggers2 { 100330 400 100650 400 101702 400 102022 400 103046 400 103387 400 104454 400 104795 400 105819 400 106182 400 107206 400 107568 400 108592 400 108934 400 110022 400 110363 400 111408 400 111792 400 112816 400 113136 400 114224 400 114566 400 115590 400 115952 400 116998 400 117360 400 118384 400 118747 400 119750 400 120112 400 121158 400 121542 400 } trigger ekgcamtriggers { 105868 85 111400 106 117000 85 } event ekgstartsnow { time = 106000 length = 666 } event ekgsmokestart { time = 104000 length = 666 } namespace ekg { vector3 cam1 = -3 2 -5 vector3 cam2 = -4 0 -6 vector3 tgt1 = 0 1 0 vector3 tgt2 = 0 2 0 vector3 cam3 = -3 3 4 vector3 cam4 = 4 2.5 5 vector3 tgt3 = 0 2 0 vector3 tgt4 = 0 1 0 vector3 cam5 = 4 1 -2 vector3 cam6 = 3 2.5 -5 vector3 tgt5 = 0 1 0 vector3 tgt6 = 0 3 0 vector3 cam7 = 3 3 -4 vector3 cam8 = -4 2.5 -5 vector3 tgt7 = 0 1 0 vector3 tgt8 = 0 0 0 float noise1 = 0.6 float noise2 = 0.2 int reunusseed = 4154101; int reunuscount = 40; color3 materialdiffuse = 0.2 0.2 0.6 color3 materialambient = 0.4 0.4 0.4 color3 materialspecular = 1 1 1 float materialshininess = 10 vector3 lightposition = 1 -2 0 color3 lightdiffuse = 1 1 1 color3 lightambient = 0.2 0.2 0.2 color3 lightspecular = 1 1 1 vector3 corner1 = -6 -0.5 -6 vector3 corner2 = 6 6 6 float objectminscale = 1.0 float objectmaxscale = 2.0 string meshname = quibitwisted.obj float start_end = 0.05f; float pr_interval_end = 0.40f; float p_height = 0.1f; float p_end = 0.25f; float q_end = 0.45f; float q_height = -0.10f; float r_end = 0.5f; float r_height = 0.7f; float s_height = -0.30f; float s_end = 0.55f; float s_nousu_end = 0.6f; float st_end = 0.75f; float t_end = 0.9f; float t_height = 0.19f; float timer_off_fix = 0.845f; float width = 0.2; float height = 1.0f; color3 edgecolor = 1 1 1 color3 edgecolor2 = 1 1 1 color3 stripcolor = 1 1 1 float stripfade = 0.6 int glowcount = 6; float glowx = 0.01: float glowy = 0.01; float glowalpha = 0.93f; float glowexp = 0.3f; int groundres = 64 float groundfade = 3.5 float groundsize = 20 float groundtexturewrap = 10 float groundy = -2.0f string groundtexture = ground5.jpg string windtexture = 11.png int windmaxcount = 20000 int windaddcount = 5000 float windminsize = 0.03 float windmaxsize = 0.05 float windminenergy = 0.10 float windmaxenergy = 0.30 float windminfade = 0.15 float windmaxfade = 0.4 float winddeviationstrength = 0.5 Vector3 winddirection = 0 -1 0 Vector3 windminpos = -10 -2 -10 Vector3 windmaxpos = 10 10 10 float gravity = 0.00003f int fireglowcount = 6; float fireglowx = 0.005: float fireglowy = 0.005; float fireglowalpha = 0.96f; float fireglowexp = 0.5f; vector3 smokecorner1 = -5 -2 -5 vector3 smokecorner2 = 5 1 5 int maxsmokeexplosions = 50 string smokeparticle = 2.png int smokemincount = 100 int smokemaxcount = 200 float smokeminsize = 0.015 float smokemaxsize = 0.40 float smokeminenergy = 3.7 float smokemaxenergy = 8.2 float smokeminfade = 0.2 float smokemaxfade = 0.5 float smokespread = 0.9 float smokeminspeed = 0.001 float smokemaxspeed = 0.003 Color3 smokemincolor = 0.1 0.1 0.1 Color3 smokemaxcolor = 0.6 0.6 0.6 } BPM beat0 { bpm = 43; offset = 0; } BPM beat1 { bpm = 86 offset = 0 } BPM beat2 { bpm = 172 offset = 0 } BPM beat4 { bpm = 344 offset = 0 } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; triggers & events ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; meshes ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; /* mesh testi.obj { usevbo = true autotexture = false texture = texture1.jpg usefacenormals = false calculatenormals = false retain = true } */ ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; textures ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; upload = true/false ; repeat = true/false ; retain = true/false ; mipmap = true/false ; filter = nearest / linear texture dirt2.jpg { upload = true retain = false filter = nearest repeat = true mipmap = true } texture dirt4.jpg { upload = true repeat = true retain = false filter = nearest mipmap = true } texture ground1.jpg { upload = true repeat = true retain = false filter = nearest mipmap = true } texture ground2.jpg { upload = true repeat = true retain = false filter = nearest mipmap = true } texture ground3.jpg { upload = true repeat = true retain = false filter = nearest mipmap = true } texture ground4.jpg { upload = true repeat = true retain = false filter = nearest mipmap = true } texture ground5.jpg { upload = true repeat = true retain = false filter = nearest mipmap = true } texture testi.jpg { upload = true; retain = true; filter = linear; } texture grouplogo.png { upload = true; retain = false; filter = linear; } texture noise1.jpg { repeat = true } texture noise2.jpg { repeat = true } texture noise3.jpg { repeat = true } texture noise4.png { filter = linear } texture noise5.png { filter = nearest } texture neonrain.jpg { upload = false } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; postprocessing rendertargets ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;; NOTE! these are hardcoded into the postprocessing code so if any names are changed, they need to be ;;;;; changed in the code as well! rendertarget postprocess_1024 { width = 1024; height = 1024; } rendertarget postprocess_1024_2 { width = 1024; height = 1024; } rendertarget postprocess_512 { width = 512; height = 512; } rendertarget postprocess_512_2 { width = 512; height = 512; } rendertarget postprocess_256 { width = 256; height = 256; } rendertarget postprocess_256_2 { width = 256; height = 256; } rendertarget postprocess_128 { width = 128; height = 128; } rendertarget postprocess_128_2 { width = 128; height = 128; } rendertarget postprocess_64 { width = 64; height = 64; } rendertarget postprocess_64_2 { width = 64; height = 64; } rendertarget postprocess_32 { width = 32; height = 32; } texture postprocess_1024 { wrap = clamp; } texture postprocess_1024_2 { wrap = clamp; } texture postprocess_512 { wrap = clamp; } texture postprocess_512_2 { wrap = clamp; } texture postprocess_256 { wrap = clamp; } texture postprocess_256_2 { wrap = clamp; } texture postprocess_1284 { wrap = clamp; } texture postprocess_128_2 { wrap = clamp; } texture postprocess_64 { wrap = clamp; } texture postprocess_64_2 { wrap = clamp; } ; this is for the pixelize shader mainly texture postprocess_32 { filter = nearest wrap = clamp } ; some whitespade needed :)Mac OS X  2y«SMLdSMULATTR¤:k«œœcom.apple.TextEncodingUTF-8;134217984 ----------------- "Roadside Picnic" by Brainstorm at Breakpoint09 ------------ "it's like mfx except boring" The gear: PC with OpenGL with ps 2.0, no fancy extensions or illegal substances required to enjoy the demo to the fullest. Though, due to trigger happy programming practices used while making it, wussiest gfx cards might not be able to cope with all of it. Sorry about that, next time it will probably be even worse. Some notes: This demo is 100% open source, 100% free as in beer and as in freedom and 100% Brainstorm. Assistance available if you feel like porting, tweaking, remixing or just plain old complaining about it. Watch out for an upcoming dramatic "making of"-documentary, arriving soon to a newsstand near you. The engine is new, so expect trouble. Making it took a year, of which most wasn't used properly at all. The band: * Axel - the yet again desperate producer, kicker of ass, motivator * Preacher - programmer, designer, general all-around scapegoat * Bit Arts - musician, the shaker of worlds, the mixer of beats * Ivy - particle artist extraordinaire, inspirator, colorist * Parsec - modeller, 3D transformer of the demo from suck to rule * Mantraz - texture artist, 2D awesomister of the world * Napsa - inspirator, idea scratching post and condemner of suck * The Brainstorm choir - the bestest backing singers on the planet. Extra thanks to: * FMOD * GLEW * OpenIL Love and companionship to our fellow labelmates: Aardbei, Adapt, ADF, Alcatraz, Allien Senses, Ananasmurska, Andromeda, ASD, Chorus, CNCD, Conspiracy, Dreamdealers, Ephidrena, Equinox, Excess, Fairlight, Fabrausch, IND, Kefrens, Komplex, Madwizards, Melon Dezign, mfx, Neural, Nuance, Orb, Outbreak, Outracks, Paradise, Plastic, Portal Process, Rebels, RGBA, SBD, Shitfaced Clowns, Spaceballs, Still, Stravganza, Style, Synesthetics, System K, The Black Lotus, Titan, Trailer Park Demos, Triad, Tristar, TRSI, UKScene Allstars, Ümlaüt Design, Youth Uprising. The website: Feel free to visit us at http://brainstorm.untergrund.net for more tunes, demo sources and general mischief. Mac OS X  2y«SMLdSMULATTR¤:‚«œœcom.apple.TextEncodingUTF-8;134217984