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Singles (French)
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Singles-FrenchVersion-Win95.iso
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data1.cab
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Mesh
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DefaultRadiosity.cfg
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2004-03-05
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object
{
floorRadiosity = true
wholeDay = true
morning = morningRadiosity
lunch = daylightRadiosity
evening = sunsetRadiosity
night = nightRadiosity
thumbNailSize = 64
thumbNailAntiAliasShift = 2
thumbNailBack = shopBackground
thumbNailFloor = shopFloor
thumbNailFloorBack = shopBackground2
thumbNailReflection = morningCity
excludeStandardMeshDirectory = false
directoriesToParse
{
0 = Character
1 = MeshLow
2 = CharacterMid
3 = MeshMid
4 = CharacterLow
}
poses
{
0
{
meshName = elaine
skeletonName = elaine
animName = iluminationPose
}
1
{
meshName = mike
skeletonName = mike
animName = iluminationPose
}
2
{
meshName = mikeTowelDress
skeletonName = mike
animName = iluminationPose
}
3
{
meshName = elaineLinda
skeletonName = elaine
animName = iluminationPose
}
4
{
meshName = elaineTowelDress
skeletonName = elaine
animName = iluminationPose
}
5
{
meshName = mikeCharmer
skeletonName = mike
animName = iluminationPose
}
6
{
meshName = mikeBadBoy
skeletonName = mike
animName = iluminationPose
}
7
{
meshName = mikeBestFriend
skeletonName = mike
animName = iluminationPose
}
8
{
meshName = mikeNerd
skeletonName = mike
animName = iluminationPose
}
9
{
meshName = elaineScientist
skeletonName = elaine
animName = iluminationPose
}
10
{
meshName = elaineFemmeFatal
skeletonName = elaine
animName = iluminationPose
}
11
{
meshName = elaineActivist
skeletonName = elaine
animName = iluminationPose
}
12
{
meshName = elaineFreeSpirit
skeletonName = elaine
animName = iluminationPose
}
13
{
meshName = mikeGothic
skeletonName = mike
animName = iluminationPose
}
14
{
meshName = mikeBoss
skeletonName = mike
animName = iluminationPose
}
15
{
meshName = mikeTom
skeletonName = mikeSmall
animName = iluminationPose
}
16
{
meshName = elainePrincess
skeletonName = elaineBig
animName = iluminationPose
}
}
floorRadiosityExclude
{
0 = pool
1 = floor
2 = window
3 = wall
4 = grass
}
wallRadiosityInclude
{
0 = wall
1 = door
2 = window
}
groups
{
0
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = elaine
1 = elaineHairLongTransparent
}
position
{
}
rotation
{
}
}
1
{
algorithm = 3
needsShadowGeneration = false
useDiffuse = true
handleAsSingles = true
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = elaineTowelDress
1 = elaineActivistEyes
2 = elaineActivistEyeShadow
3 = elaineActivistPants
4 = elaineActivistTankTop
5 = elaineActivistBoots
6 = elaineBossJacket
7 = elaineBossShoes
8 = elaineBossSkirt
9 = elaineCencored
10 = elaineEyesBlue
11 = elaineEyeShadow
12 = elaineFemmeEyes
13 = elaineFemmeEyeShadow
14 = elaineFemmeFatalDress
15 = elaineFreeSpiritAccessoire
16 = elaineFreeSpiritEyes
17 = elaineFreeSpiritEyeShadow
18 = elaineFreeSpiritHair
19 = elaineFreeSpiritHairTransparent
20 = elaineFreeSpiritSandals
21 = elaineFreeSpiritSkirt
22 = elaineFreeSpiritTop
23 = elaineHairActivist
24 = elaineHairCute
25 = elaineHairFemme
26 = elaineHairKnot
27 = elaineHairLong
28 = elaineHairLongFlowing
29 = elaineHairLongTransparent
30 = elaineHairPonyTail
31 = elaineHairShortCute
32 = elaineNurseCap
33 = elaineNurseDress
34 = elaineNurseShoes
35 = elainePrincessBelt
36 = elainePrincessPants
37 = elainePrincessSandals
38 = elainePrincessTop
39 = elaineScientistEyes
40 = elaineScientistEyeShadow
41 = elaineScientistGoogles
42 = elaineScientistHair
43 = elaineScientistPants
44 = elaineScientistPullover
45 = elaineScientistShoes
46 = elaineSlip
47 = elaineSpunkyKidJeans
48 = elaineSpunkyKidShoes
49 = elaineSpunkyKidTShirt
50 = elaineSummerdress
51 = elaineSummerShoes
52 = elaineBikini
}
position
{
}
rotation
{
}
}
2
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = elaineLinda
1 = elaineHairCute
}
position
{
}
rotation
{
}
}
3
{
algorithm = 3
needsShadowGeneration = false
useDiffuse = true
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = mike
}
position
{
}
rotation
{
}
}
4
{
algorithm = 3
needsShadowGeneration = false
useDiffuse = true
handleAsSingles = true
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = mikeTowelDress
1 = mikeBadBoyBandana
2 = mikeBadBoyBlingBling
3 = mikeBadBoyEyes
4 = mikeBadBoyEyeShadow
5 = mikeBadBoyHair
6 = mikeBadBoyPants
7 = mikeBadBoyShirt
8 = mikeBadBoyShoes
9 = mikeBestFriendEyes
10 = mikeBestFriendEyeShadow
11 = mikeBestFriendHair
12 = mikeBestFriendPants
13 = mikeBestFriendRentierpullie
14 = mikeBestFriendShoes
15 = mikeCharmerEyes
16 = mikeCharmerEyeShadow
17 = mikeCharmerGlasses
18 = mikeCharmerHair
19 = mikeCharmerPants
20 = mikeCharmerShirt
21 = mikeCharmerShoes
22 = mikeChiefPants
23 = mikeChiefShirt
24 = mikeChiefShoes
25 = mikeEyesBrown
26 = mikeGothicBoots
27 = mikeGothicPants
28 = mikeGothicShirt
29 = mikeGothicSpikes
30 = mikeHairGelBack
31 = mikeHairLongBlack
32 = mikeHairPilot
33 = mikeHairScheitel
34 = mikeHairShort
35 = mikeHairStrubbel
36 = mikeNerdBeard
37 = mikeNerdBrille
38 = mikeNerdEyes
39 = mikeNerdEyeShadow
40 = mikeNerdHair
41 = mikeNerdHair2
42 = mikeNerdKopfhoerer
43 = mikeNerdPants
44 = mikeNerdPullover
45 = mikeNerdShoes
46 = mikePilotHat
47 = mikePilotJacket
48 = mikePilotPants
49 = mikePilotShoes
50 = mikeProfessor
51 = mikeSwimmingShorts
}
position
{
}
rotation
{
}
}
5
{
algorithm = 1
needsShadowGeneration = true
lightDirection =0.0 0.7 -1
useDiffuse = false
handleAsSingles = false
exclude = true
fov = 110
skyBoxName = daylightCity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = outside
}
position
{
}
rotation
{
}
}
6
{
algorithm = 2
needsShadowGeneration = true
lightDirection =0.0 0.7 -1
useDiffuse = false
handleAsSingles = false
exclude = true
fov = 110
skyBoxName = daylightCity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = blocker
1 = outside
}
position
{
}
rotation
{
}
}
7
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallStraight
1 = wallStraight
2 = wallStraight
3 = wallStraight
4 = wallStraight
5 = wallStraight
6 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = -0.5 0 0
2 = +0.5 0 0
3 = 0 0.5 0
4 = -0.5 0.5 0
5 = +0.5 0.5 0
6 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = 3.1416
4 = 3.1416
5 = 3.1416
6 = 0
}
}
8
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = -0.15 -0.15
mesh
{
0 = wallOutsideCornerLeft
1 = wallOutsideCornerRight
2 = wallStraight
3 = wallStraight
4 = wallStraight
5 = wallStraight
6 = wallStraight
7 = wallFloorForRadiosity
18 = wallOutsideCornerForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = +0.5 0 0
3 = 0 0.5 0
4 = +0.5 0.5 0
5 = +1.0 0 0
6 = 0.0 +1.0 0
7 = 0 0 0
888 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = -1.5708
4 = 3.1416
5 = 0
6 = -1.5708
7 = 0
88 = 3.1416
}
}
9
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = -0.15 -0.15
mesh
{
0 = wallOutsideCornerRight
1 = wallOutsideCornerLeft
2 = wallStraight
3 = wallStraight
4 = wallStraight
5 = wallStraight
6 = wallStraight
7 = wallFloorForRadiosity
18 = wallOutsideCornerForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = +0.5 0 0
3 = 0 0.5 0
4 = +0.5 0.5 0
5 = +1.0 0 0
6 = 0.0 +1.0 0
7 = 0 0 0
88 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = -1.5708
4 = 3.1416
5 = 0
6 = -1.5708
7 = 0
88 = 3.1416
}
}
10
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = true
floorRepositionAdd = -0.15 -0.15
mesh
{
0 = wallInsideCornerLeft
1 = wallInsideCornerRight
2 = wallFloorForRadiosity
3 = wallInsideCornerRightForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0.025 0
2 = 0 0 0
3 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = 0
}
}
11
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = true
floorRepositionAdd = -0.15 -0.15
mesh
{
0 = wallInsideCornerRight
1 = wallInsideCornerLeft
2 = wallFloorForRadiosity
3 = wallInsideCornerLeftForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0.025 0
2 = 0 0 0
3 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = 0
}
}
12
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallStraightQuarterLeft
1 = wallStraight
2 = wallStraight
3 = wallStraight
4 = wallStraight
5 = wallStraight
6 = wallStraight
7 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = -0.5 0 0
3 = +0.5 0 0
4 = 0 0.5 0
5 = -0.5 0.5 0
6 = +0.5 0.5 0
7 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = 0
4 = 3.1416
5 = 3.1416
6 = 3.1416
7 = 0
}
}
13
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallstraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallStraightQuarterRight
1 = wallStraight
2 = wallStraight
3 = wallStraight
4 = wallStraight
5 = wallStraight
6 = wallStraight
7 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = -0.5 0 0
3 = +0.5 0 0
4 = 0 0.5 0
5 = -0.5 0.5 0
6 = +0.5 0.5 0
7 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = 0
4 = 3.1416
5 = 3.1416
6 = 3.1416
7 = 0
}
}
14
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = true
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallStraightTJunctionLeft
1 = wallStraightForRadiosity
2 = wallStraight
3 = wallStraight
4 = wallStraight
5 = wallStraight
6 = wallStraight
7 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = -0.5 0 0
3 = +0.5 0 0
4 = 0 0.5 0
5 = -0.5 0.5 0
6 = +0.5 0.5 0
7 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = 0
4 = 3.1416
5 = 3.1416
6 = 3.1416
7 = 0
}
}
15
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallstraight = true
noFloorRadiosity = true
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallStraightTJunctionRight
1 = wallStraightForRadiosity
2 = wallStraight
3 = wallStraight
4 = wallStraight
5 = wallStraight
6 = wallStraight
7 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = -0.5 0 0
3 = +0.5 0 0
4 = 0 0.5 0
5 = -0.5 0.5 0
6 = +0.5 0.5 0
7 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = 0
4 = 3.1416
5 = 3.1416
6 = 3.1416
7 = 0
}
}
16
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallWindowBigFrameLeft
1 = wallWindowBigFrameLeft
2 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = 0 0 0
}
rotation
{
0 = 0
1 = 3.1416
2 = 0
}
}
17
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallWindowBigFrameMiddle
1 = wallWindowBigFrameMiddle
2 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = 0 0 0
}
rotation
{
0 = 0
1 = 3.1416
2 = 0
}
}
18
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallWindowBigFrameRight
1 = wallWindowBigFrameRight
2 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = 0 0 0
}
rotation
{
0 = 0
1 = 3.1416
2 = 0
}
}
19
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallstraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallWindowFrameLeft
1 = wallWindowFrameLeft
2 = wallFloorForRadiosity
8 = wallWindowForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = 0 0 0
8 = 0 0 0
}
rotation
{
0 = 0
1 = 3.1416
1 = 0
8 = 0
}
}
20
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallWindowFrameMiddle
1 = wallWindowFrameMiddle
2 = wallFloorForRadiosity
8 = wallWindowForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = 0 0 0
8 = 0 0 0
}
rotation
{
0 = 0
1 = 3.1416
2 = 0
8 = 0
}
}
21
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallWindowFrameRight
1 = wallWindowFrameRight
2 = wallFloorForRadiosity
8 = wallWindowForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = 0 0 0
8 = 0 0 0
}
rotation
{
0 = 0
1 = 3.1416
2 = 0
8 = 0
}
}
22
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallDoorFrameLeft
1 = wallStraight
2 = wallStraight
3 = wallStraight
4 = wallStraight
5 = wallStraight
6 = wallStraight
7 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = -0.5 0 0
3 = +0.5 0 0
4 = 0 0.5 0
5 = -0.5 0.5 0
6 = +0.5 0.5 0
7 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = 0
4 = 3.1416
5 = 3.1416
6 = 3.1416
7 = 0
}
}
23
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallDoorFrameMiddle
1 = wallStraight
2 = wallStraight
3 = wallStraight
4 = wallStraight
5 = wallStraight
6 = wallStraight
7 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = -0.5 0 0
3 = +0.5 0 0
4 = 0 0.5 0
5 = -0.5 0.5 0
6 = +0.5 0.5 0
7 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = 0
4 = 3.1416
5 = 3.1416
6 = 3.1416
7 = 0
}
}
24
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallDoorFrameRight
1 = wallStraight
2 = wallStraight
3 = wallStraight
4 = wallStraight
5 = wallStraight
6 = wallStraight
7 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = -0.5 0 0
3 = +0.5 0 0
4 = 0 0.5 0
5 = -0.5 0.5 0
6 = +0.5 0.5 0
7 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = 0
4 = 3.1416
5 = 3.1416
6 = 3.1416
7 = 0
}
}
25
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = -0.15 -0.15
mesh
{
0 = wallOutsideCorner
1 = wallStraight
2 = wallOutsideCorner
3 = wallStraight
4 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = +0.5 0 0
2 = 0 0.5 0
3 = +0.5 0.5 0
4 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = -1.5708
3 = 3.1416
4 = 0
}
}
77
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = wallOutsideCorner
1 = wallStraight
2 = wallStraight
3 = wallStraight
4 = wallStraight
5 = wallStraight
6 = wallStraight
7 = wallFloorForRadiosity
}
position
{
0 = 0 0 0
1 = +1.5 0 0
2 = +0.5 0 0
3 = 0 0.5 0
4 = +0.5 0.5 0
5 = +1.0 0 0
6 = 0.0 +1.0 0
7 = 0 0 0
}
rotation
{
0 = 0
1 = 0
2 = 0
3 = -1.5708
4 = 3.1416
5 = 0
6 = -1.5708
7 = 0
}
}
26
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = mikeBestFriend
1 = mikeBestFriendHairTransparent
}
position
{
}
rotation
{
}
}
27
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = mikeCharmer
1 = mikeCharmerHairTransparent
}
position
{
}
rotation
{
}
}
28
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = mikeBadBoy
1 = mikeBadBoyHairTransparent
}
position
{
}
rotation
{
}
}
29
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = mikeNerd
1 = mikeNerdHairTransparent
}
position
{
}
rotation
{
}
}
30
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = elaineFreeSpirit
1 = elaineFreeSpiritHairTransparent
}
position
{
}
rotation
{
}
}
31
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = elaineActivist
1 = elaineHairActivistTransparent
}
position
{
}
rotation
{
}
}
32
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = elaineFemmeFatal
1 = elaineHairFemmeTransparent
}
position
{
}
rotation
{
}
}
33
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = elaineScientist
1 = elaineScientistHairTransparent
}
position
{
}
rotation
{
}
}
34
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = mikeGothic
1 = mikeGothicSpikes
2 = mikeGothicHairTransparent
}
position
{
}
rotation
{
}
}
35
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = mikeBoss
1 = mikeBossHairTransparent
}
position
{
}
rotation
{
}
}
36
{
algorithm = 1
needsShadowGeneration = true
lightDirection =0.0 0.7 -1
useDiffuse = false
handleAsSingles = false
exclude = true
fov = 110
skyBoxName = daylightCity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = outsideVilla
}
position
{
}
rotation
{
}
}
37
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = mikeTom
1 = mikeTomHairShadow
}
position
{
}
rotation
{
}
}
38
{
algorithm = 4
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = false
div = 1
positionsOnlyForFloorRadiosity = false
wallStraight = false
noFloorRadiosity = false
floorRepositionAdd = 0.0 0.0
mesh
{
0 = elainePrincess
1 = elainePrincessHairTransparent
}
position
{
}
rotation
{
}
}
39
{
algorithm = 2
needsShadowGeneration = false
useDiffuse = false
handleAsSingles = false
exclude = false
lightDirection = 0.0 -0.7 -1
fov = 110
skyBoxName = daylightRadiosity
wall = true
div = 1
positionsOnlyForFloorRadiosity = true
wallStraight = true
noFloorRadiosity = false
floorRepositionAdd = 0.0 -0.15
mesh
{
0 = wallWindowModernFrameMiddle
1 = wallWindowModernFrameMiddle
2 = wallFloorForRadiosity
8 = wallWindowForRadiosity
}
position
{
0 = 0 0 0
1 = 0 0 0
2 = 0 0 0
8 = 0 0 0
}
rotation
{
0 = 0
1 = 3.1416
2 = 0
8 = 0
}
}
}
}