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<root>­/­parties­/­2009­/­breakpoint09­/­demo/brainstorm_roadsidepicnic_partyversion.zip

File size:
22 353 254 bytes (21.32M)
File date:
2009-04-16 23:11:28
Download count:
all-time: 1 688

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  • __MACOSX/ dir
  • __MACOSX/brainstorm_roadsidepicnic/ dir
  • __MACOSX/brainstorm_roadsidepicnic/._.DS_Store 82B
  • __MACOSX/brainstorm_roadsidepicnic/._info.txt 171B
  • __MACOSX/brainstorm_roadsidepicnic/data/ dir
  • __MACOSX/brainstorm_roadsidepicnic/data/._.DS_Store 82B
  • __MACOSX/brainstorm_roadsidepicnic/data/._script.txt 171B
  • __MACOSX/brainstorm_roadsidepicnic/data/graphics/ dir
  • __MACOSX/brainstorm_roadsidepicnic/data/graphics/._.DS_Store 82B
  • brainstorm_roadsidepicnic/ dir
  • brainstorm_roadsidepicnic/.DS_Store 6.00K
  • brainstorm_roadsidepicnic/data/ dir
  • brainstorm_roadsidepicnic/data/.DS_Store 6.00K
  • brainstorm_roadsidepicnic/data/audio/ dir
  • brainstorm_roadsidepicnic/data/audio/bitarts_nomoretomorrow.ogg 6.14M
  • brainstorm_roadsidepicnic/data/graphics/ dir
  • brainstorm_roadsidepicnic/data/graphics/.DS_Store 6.00K
  • brainstorm_roadsidepicnic/data/graphics/10.png 14.11K
  • brainstorm_roadsidepicnic/data/graphics/11.png 13.40K
  • brainstorm_roadsidepicnic/data/graphics/2.png 18.52K
  • brainstorm_roadsidepicnic/data/graphics/3.png 13.73K
  • brainstorm_roadsidepicnic/data/graphics/4.png 13.14K
  • brainstorm_roadsidepicnic/data/graphics/8.png 16.40K
  • brainstorm_roadsidepicnic/data/graphics/brslogo.png 11.81K
  • brainstorm_roadsidepicnic/data/graphics/credits.jpg 74.20K
  • brainstorm_roadsidepicnic/data/graphics/dirt4.jpg 45.50K
  • brainstorm_roadsidepicnic/data/graphics/ground2.jpg 1.02M
  • brainstorm_roadsidepicnic/data/graphics/ground4.jpg 1.04M
  • brainstorm_roadsidepicnic/data/graphics/ground5.jpg 1.28M
  • brainstorm_roadsidepicnic/data/graphics/kohina1.png 872.24K
  • brainstorm_roadsidepicnic/data/graphics/kohina2.png 867.40K
  • brainstorm_roadsidepicnic/data/graphics/kohina3.png 876.15K
  • brainstorm_roadsidepicnic/data/graphics/name1.png 7.55K
  • brainstorm_roadsidepicnic/data/graphics/name2.png 12.07K
  • brainstorm_roadsidepicnic/data/graphics/noise1.jpg 196.40K
  • brainstorm_roadsidepicnic/data/graphics/noise2.jpg 186.74K
  • brainstorm_roadsidepicnic/data/graphics/noise3.jpg 197.74K
  • brainstorm_roadsidepicnic/data/graphics/texture1.jpg 218.26K
  • brainstorm_roadsidepicnic/data/meshes/ dir
  • brainstorm_roadsidepicnic/data/meshes/alienengine.mtl 219B
  • brainstorm_roadsidepicnic/data/meshes/alienengine.obj 2.49M
  • brainstorm_roadsidepicnic/data/meshes/aliengate1.mtl 219B
  • brainstorm_roadsidepicnic/data/meshes/aliengate1.obj 6.10M
  • brainstorm_roadsidepicnic/data/meshes/aliengate2.mtl 219B
  • brainstorm_roadsidepicnic/data/meshes/aliengate2.obj 425.72K
  • brainstorm_roadsidepicnic/data/meshes/dragoon.obj 36.97K
  • brainstorm_roadsidepicnic/data/meshes/pentavortex.mtl 219B
  • brainstorm_roadsidepicnic/data/meshes/pentavortex.obj 6.74M
  • brainstorm_roadsidepicnic/data/meshes/quibi.mtl 219B
  • brainstorm_roadsidepicnic/data/meshes/quibi.obj 479.67K
  • brainstorm_roadsidepicnic/data/meshes/quibitwisted.mtl 219B
  • brainstorm_roadsidepicnic/data/meshes/quibitwisted.obj 7.03M
  • brainstorm_roadsidepicnic/data/meshes/sacredframe.mtl 220B
  • brainstorm_roadsidepicnic/data/meshes/sacredframe.obj 1.62M
  • brainstorm_roadsidepicnic/data/script.txt 32.72K
  • brainstorm_roadsidepicnic/data/shaders/ dir
  • brainstorm_roadsidepicnic/data/shaders/basicparticle.fs 187B
  • brainstorm_roadsidepicnic/data/shaders/basicparticle.vs 169B
  • brainstorm_roadsidepicnic/data/shaders/distort_color.fs 454B
  • brainstorm_roadsidepicnic/data/shaders/distort_color.vs 132B
  • brainstorm_roadsidepicnic/data/shaders/dof.fs 617B
  • brainstorm_roadsidepicnic/data/shaders/dof.vs 114B
  • brainstorm_roadsidepicnic/data/shaders/lighting_directionalflat.fs 861B
  • brainstorm_roadsidepicnic/data/shaders/lighting_directionalflat.vs 900B
  • brainstorm_roadsidepicnic/data/shaders/lighting_directionaltexture.fs 996B
  • brainstorm_roadsidepicnic/data/shaders/lighting_directionaltexture.vs 1.00K
  • brainstorm_roadsidepicnic/data/shaders/lighting_pointflat.fs 1.00K
  • brainstorm_roadsidepicnic/data/shaders/lighting_pointflat.vs 1.08K
  • brainstorm_roadsidepicnic/data/shaders/lighting_pointtexture.fs 1.10K
  • brainstorm_roadsidepicnic/data/shaders/lighting_pointtexture.vs 1.13K
  • brainstorm_roadsidepicnic/data/shaders/lighting_singlecolor.fs 74B
  • brainstorm_roadsidepicnic/data/shaders/lighting_singlecolor.vs 211B
  • brainstorm_roadsidepicnic/data/shaders/lighting_spotlightflat.fs 1.32K
  • brainstorm_roadsidepicnic/data/shaders/lighting_spotlightflat.vs 1.08K
  • brainstorm_roadsidepicnic/data/shaders/lighting_spotlighttexture.fs 1.47K
  • brainstorm_roadsidepicnic/data/shaders/lighting_spotlighttexture.vs 1.14K
  • brainstorm_roadsidepicnic/data/shaders/postprocess_blurcombine.fs 321B
  • brainstorm_roadsidepicnic/data/shaders/postprocess_blurcombine.vs 132B
  • brainstorm_roadsidepicnic/data/shaders/postprocess_blurx.fs 455B
  • brainstorm_roadsidepicnic/data/shaders/postprocess_blurx.vs 464B
  • brainstorm_roadsidepicnic/data/shaders/postprocess_blury.fs 455B
  • brainstorm_roadsidepicnic/data/shaders/postprocess_blury.vs 464B
  • brainstorm_roadsidepicnic/data/shaders/postprocess_exp.fs 320B
  • brainstorm_roadsidepicnic/data/shaders/postprocess_exp.vs 112B
  • brainstorm_roadsidepicnic/data/shaders/postprocess_glowcombine.fs 266B
  • brainstorm_roadsidepicnic/data/shaders/postprocess_glowcombine.vs 132B
  • brainstorm_roadsidepicnic/data/shaders/postprocess_invert.fs 352B
  • brainstorm_roadsidepicnic/data/shaders/postprocess_invert.vs 117B
  • brainstorm_roadsidepicnic/data/shaders/testi.fs 376B
  • brainstorm_roadsidepicnic/data/shaders/testi.vs 374B
  • brainstorm_roadsidepicnic/DevIL.dll 731.50K
  • brainstorm_roadsidepicnic/fmodex.dll 268.50K
  • brainstorm_roadsidepicnic/glew32.dll 208.00K
  • brainstorm_roadsidepicnic/info.txt 2.37K
  • brainstorm_roadsidepicnic/picnic.exe 824.00K

file_id.diz

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     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