file_id.diz
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;; config ;;
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; sound = true/false
; debug = true/false
config
{
sound = true;
debug = true;
song = bitarts_nomoretomorrow.ogg
}
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;; oikeat efektit ;;
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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 2 y « SMLdSMUL ATTR ¤:k « com.apple.TextEncoding UTF-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, Ãmlaüt 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 2 y « SMLdSMUL ATTR ¤: « com.apple.TextEncoding UTF-8;134217984