MODEL 0 "ship1" MODEL 1 "ship2" MODEL 2 "panel1" MODEL 3 "panel2" MODEL 4 "panprop" MODEL 5 "tree" MODEL 6 "star" MODEL 7 "sled" MODEL 8 "plane" MODEL 9 "fl" MODEL 10 "snow" SFX 0 "bell" ;---------------------------- ; float ;---------------------------- ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "SHIP1" ; Display name (currently unused) Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger false ; whether it has to be triggered to start BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 0 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 3.000 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation 0.000 -400.000 0.000 ; Translation } } } ;---------------------------- ; float ;---------------------------- ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "SHIP2" ; Display name (currently unused) Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger false ; whether it has to be triggered to start BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 1 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 3.000 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation 0.000 -400.000 0.000 ; Translation } } } ;---------------------------- ; panel ;---------------------------- ANIMATION { Slot 2 ; Slot ID (0 to 255) Name "pan1" ; Display name (currently unused) Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger false ; whether it has to be triggered to start BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 4 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0.000 -200.000 0.000 ; Offset to parent location OffsetRotationAxis 0.000 1.000 0.000 ; Offset rotation axis OffsetRotationAmount 180.000 ; Offset rotation (in degrees) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 1.000 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation 0.000 -50.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 720.000 ; Rotation (in degrees) } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 1.000 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation 0.000 50.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 720.000 ; Rotation (in degrees) } } } ;---------------------------- ; panel ;---------------------------- ANIMATION { Slot 3 ; Slot ID (0 to 255) Name "pan2" ; Display name (currently unused) Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger false ; whether it has to be triggered to start BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 4 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 800.000 -200.000 0.000 ; Offset to parent location OffsetRotationAxis 0.000 1.000 0.000 ; Offset rotation axis OffsetRotationAmount 180.000 ; Offset rotation (in degrees) } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 4 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation -800.000 -200.000 0.000 ; Offset to parent location OffsetRotationAxis 0.000 1.000 0.000 ; Offset rotation axis OffsetRotationAmount 180.000 ; Offset rotation (in degrees) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 1.000 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation 0.000 -50.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 720.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 720.000 ; Rotation (in degrees) } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 1.000 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation 0.000 50.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 720.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 720.000 ; Rotation (in degrees) } } } ;---------------------------- ; panel ;---------------------------- ANIMATION { Slot 4 ; Slot ID (0 to 255) Name "tree" ; Display name (currently unused) Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger false ; whether it has to be triggered to start BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 5 ; Model ID (0 to 63, or -1) } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 6 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0.000 -0.000 0.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 15.000 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount -360.000 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 720.000 ; Rotation (in degrees) } } } ;---------------------------- ; float ;---------------------------- ANIMATION { Slot 5 ; Slot ID (0 to 255) Name "Sled" ; Display name (currently unused) Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger false ; whether it has to be triggered to start BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 7 ; Model ID (0 to 63, or -1) } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 9 ; Model ID (0 to 63, or -1) OffsetTranslation 20850.000 250.000 -3200.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 20.000 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 360.000 ; Rotation (in degrees) BONE { BoneID 1 ; Body part ID SPARK { Type 17 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 0 ; Speed variation of particle (0 to 200) Frequency 50 ; Particle generation frequency (1 to 200, or 0 for one-shot) SFX { SfxID 0 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; float ;---------------------------- ANIMATION { Slot 6 ; Slot ID (0 to 255) Name "jet" ; Display name (currently unused) Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger false ; whether it has to be triggered to start BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 8 ; Model ID (0 to 63, or -1) OffsetRotationAxis 0.000 1.000 0.000 ; Offset rotation axis OffsetRotationAmount 300.000 ; Offset rotation (in degrees) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 20.000 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 360.000 ; Rotation (in degrees) } } } ;---------------------------- ; float ;---------------------------- ANIMATION { Slot 7 ; Slot ID (0 to 255) Name "snow" ; Display name (currently unused) Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger false ; whether it has to be triggered to start BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 10 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 1.000 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation -5500.000 800.000 0.000 ; Translation } } }