home *** CD-ROM | disk | FTP | other *** search
/ PC-Gamehits! 1 / Perfect Pool.iso / install / data1.cab / App_Executables / PPool0.dat / SET / 3-DPOOL.ART
Encoding:
Text File  |  2002-04-09  |  5.4 KB  |  106 lines

  1. // 3-DPool scene file
  2. Version = 3;
  3. //Bounds = -205 0 -265.5 238 135.67 250;
  4. Bounds = -100 0 -150 150 255 150;
  5.  
  6. // Rules:
  7. //  - text after "//" is comment and will ignored
  8. //  - characters [],;/ are reserved as fields separators and line-end symbol
  9. //  - each line except comment must finish with ";"
  10. //  - file names either must contain full path or must lie in Artwork directory
  11. //  - all absent indexes must be -1
  12.  
  13. [Lights]
  14. // name,type,R,G,B,pos(x,y,z),dir(x,y,z),range,umbra,penumbra,att(c,l,q),move rule index
  15. // Sources number=7
  16. Ambient,0, 0.349020,0.349020,0.349020, 0.000000,0.000000,0.000000, 0.000000,0.000000,1.000000, 256.000000, 0.366519,0.471239, 1.000000,0.000000,0.000000, -1;        //0 Ambient,
  17. Down,   2, 0.784314,0.784314,0.784314, 12.128700, 155.029999,   0.909451,  0.000000,-1.000000,0.000000, 200.000000, 0.331613,0.820305, 1.000000,0.000000,0.000000, -1;     //1 Down,   
  18. Wall1,  2, 0.474510,0.474510,0.474510, -70.000000,100.000000, 120.000000, -1.000000, 0.000000,0.000000, 100.000000, 0.410865,1.034464, 0.000000,0.000000,0.000000, -1;   //2 wall,  
  19. Wall2,  2, 0.474510,0.474510,0.474510, -70.000000,100.000000, -70.000000, -1.000000, 0.000000,0.000000, 100.000000, 0.410865,1.025025, 0.000000,0.000000,0.000000, -1;     //3 wall,  
  20. FirePlace,2,1.000000,0.100000,0.100000, 10.000000, 22.000000, 160.000000,  0.000000,-0.500000,1.000000, 100.000000, 0.471980,0.604395, 0.000000,0.000000,0.000000, -1;     //4 Fireplace,  
  21. Table,  2, 0.784314,0.784314,0.784314, 12.128700, 155.029999,   0.909451,  0.000000,-1.000000,0.000000, 200.000000, 0.331613,0.820305, 0.000000,0.000000,0.000000, -1;     //5 Down,   
  22. JukeBox,2, 0.784314,0.784314,0.784314, 12.128700, 30.029999,  -20.909451,  1.000000, 0.000000,0.000000, 200.000000, 0.331613,0.820305, 0.000000,0.000000,0.000000, -1;     //6 Jukebox,   
  23.  
  24. // transparency    types: transpNone=0x0, transpHalf=0x1,,transpMaterial 
  25. [Objects]
  26. // object types:
  27. //    other=0x0, room=0x1, cue=0x2, floor=0x4, environtment=0x8,
  28. //    ball=0x10, ChalkBoard=0x20, table=0x40, typeAnim=0x80, lamp=0x100
  29.  
  30. // type, name, x-file name, pos(x,y,z), detail level, draw order, 
  31. // move rule index, animation index, mirror, transparency, link index, 
  32. // derived lights count, derived lights..., ambient, ligths count, lights...; 
  33. //                          pos  lvl ord mov ani M  T     lnk  src     amb  lights
  34. 0x01, SceneFile, room36.x,     0,0,0, 1, 0,  -1, -1, 0, 0, -1,   0,    150, 5, 1,2,3,4,6;
  35. 0x02, Cue,       cuestick.x, 0,0,0, 0, 30, -1, -1, 0, 0, -1,   0,    220, 1, 1;
  36. 0x10, HiBall,    ball.x,     0,0,0, 0, 20, -1, -1, 0, 0, -1,   0,    90, 1, 1;
  37. 0x10, LoBall,    ball.x,     0,0,0, 0, 20, -1, -1, 0, 0, -1,   0,    90, 1, 1;
  38. 0x10, HCueBall,  ball.x, 0,0,0, 0, 20, -1, -1, 0, 0, -1,   0,    90, 1, 1;
  39. 0x10, LCueBall,  ball.x, 0,0,0, 0, 20, -1, -1, 0, 0, -1,   0,    90, 1, 1;
  40.                                                                        
  41.                                                                                     
  42. [Animations]                                                                        
  43. // avi, texture, stop-level, stop-frame                                                            
  44. flame.avi, fire.bmp, 0, 0;
  45. tv.avi, screen.bmp, 1, 55;
  46. , fire.bmp, 0, 0;     // mirror flame use the same avi as regular screen does
  47. , screen.bmp, 1, 55; // mirror screen use the same avi as regular screen does
  48.  
  49. [Table]
  50. // table elements types:
  51. //    tableMain=0x01000040, tableTop=0x02000040, 
  52. //  tableFace=0x04000040, tableBack=0x08000040, 
  53. //  tableLeft=0x10000040, tableRight=0x20000040, tableOther=0x80000040
  54. // type, name, x-file name, pos(x,y,z), detail level, draw order, 
  55. // move rule index, animation index, mirror, transparency, 
  56. // ambient, ligths count, lights...; 
  57. //                                     pos  lvl ord mov ani M  T    lnk src amb  lights
  58. 0x01000040, Table,      table36.x,  0,0,0, 0, 10, -1, -1, 0, 0, -1, -1, 150, 1, 5;
  59.                                                                       
  60. [Motions]
  61. // type, param, ...;
  62. // motion types:
  63. //  typeRotate=1, param = rotates per minute
  64. //  typeLight=2, params: RGB flag(hex), max fluctuation %
  65. //  typeLightIncrease=3, params: start value, end value
  66. //  typeObjAmbientIncrease=4, params: start value, end value 
  67. //  typeCurToMaxAmbient=5, no params
  68. //  typeCurToMaxLight=6, no params
  69. //  typeBlinkLight=7, params: count, off time, on time, off value, on value
  70. //  typeLightOff=8, no params
  71. //  typeBlinkObject=9, params: obj name, count, off time, on time, off value, on value
  72. 1, Fans, 20;                                // 0 fans rotate
  73. 2, 0x7, 30; // all channels, 30% from basic // 1 dynamic lights
  74. 5;                                             // 2 increase own ambients cur->target
  75. 6;                                            // 3 increase light cur->target
  76. 4, 50, 50;                                     // 4 keep own ambient 50
  77. 8;                                            // 5 turn off light
  78. 9, PoolLamp, 3, 200,200, 50, 255;           // 6 blink lamp
  79. 7, 1, 3, 200,200, 50, 255;                    // 7 blink DownLight 
  80.  
  81. [Intro]
  82. // intro scenario
  83. // phase name, time, object's ambient rule, light,rule, ...; // light=-1 for all lights
  84. Init, 0,    -1, -1, 5;   // set all lights to 0 ones
  85. Wait, 3000,  4;             // set objects ambient to initial value
  86. Flame, 3000,-1, 7,3, 8,3;// increase flame lights from current to target value,keep obj ambient as is
  87. Blink, 3000, 6, 1,7;     // blink lamp and DownLight
  88. Increase, 5000, 2, -1,3; // increase own ambients and all lights from current to target
  89.  
  90.  
  91. [Pure Lights]
  92. // ambient, lights indexes
  93. 200, 1; 
  94.  
  95.  
  96. [Levels]
  97. // level number, description(",;" prohibited)
  98.  
  99. [Links]
  100. // image file, URL, cursor file;
  101. Picture1.jpg, www.tav.kiev.ua, H_point.cur;
  102. Picture2.jpg, www.tav.kiev.ua, H_point.cur;
  103. Picture3.jpg, www.tav.kiev.ua, H_point.cur;
  104. Picture4.jpg, www.tav.kiev.ua, H_point.cur;
  105.  
  106.