MODEL 0 "station1" MODEL 1 "suburbs1" MODEL 2 "petra" MODEL 3 "bridge" MODEL 4 "nazca" MODEL 5 "valley" MODEL 6 "building" MODEL 7 "doors" SFX 0 "station" ; ambient sound played when the train is stopped in a station SFX 1 "welcome" ; the following sounds are the voices, the names are self-explanatory SFX 2 "reminder" SFX 3 "activities" SFX 4 "grisville" ;---------------------------- ; Landscape (it gives the illusion the train is moving) ;---------------------------- ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "Landscape" ; 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 ; Unused 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) } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 0 ; Model ID (0 to 63, or -1) OffsetTranslation 0.000 0.000 0.000 ; Initial offset } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 1 ; Model ID (0 to 63, or -1) OffsetTranslation 0.000 0.000 360000.000 ; Initial offset } BONE { BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) OffsetTranslation 0.000 0.000 360000.000 ; Initial offset } BONE { BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) OffsetTranslation 0.000 0.000 360000.000 ; Initial offset } BONE { BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part ModelID 4 ; Model ID (0 to 63, or -1) OffsetTranslation 0.000 0.000 360000.000 ; Initial offset } BONE { BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part ModelID 5 ; Model ID (0 to 63, or -1) OffsetTranslation 0.000 0.000 360000.000 ; Initial offset } BONE { BoneID 7 ; Body part ID (0 to 15); part 0 is the main body part ModelID 6 ; Model ID (0 to 63, or -1) OffsetTranslation 0.000 0.000 360000.000 ; Initial offset } BONE { BoneID 8 ; Body part ID (0 to 15); part 0 is the main body part ModelID 0 ; Model ID (0 to 63, or -1) OffsetTranslation 0.000 0.000 360000.000 ; Initial offset } ; Shadows (they should cover the train when it is in a tunnel) BONE { BoneID 9 ; Body part ID (0 to 15); part 0 is the main body part ModelID -1 ; Model ID (0 to 63, or -1) Parent 1 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 0.000 180000.000 ; Initial offset } BONE { BoneID 10 ; Body part ID (0 to 15); part 0 is the main body part ModelID -1 ; Model ID (0 to 63, or -1) Parent 2 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 0.000 180000.000 ; Initial offset } BONE { BoneID 11 ; Body part ID (0 to 15); part 0 is the main body part ModelID -1 ; Model ID (0 to 63, or -1) Parent 3 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 0.000 180000.000 ; Initial offset } BONE { BoneID 12 ; Body part ID (0 to 15); part 0 is the main body part ModelID -1 ; Model ID (0 to 63, or -1) Parent 4 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 0.000 180000.000 ; Initial offset } BONE { BoneID 13 ; Body part ID (0 to 15); part 0 is the main body part ModelID -1 ; Model ID (0 to 63, or -1) Parent 5 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 0.000 180000.000 ; Initial offset } BONE { BoneID 14 ; Body part ID (0 to 15); part 0 is the main body part ModelID -1 ; Model ID (0 to 63, or -1) Parent 6 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 0.000 180000.000 ; Initial offset } BONE { BoneID 15 ; Body part ID (0 to 15); part 0 is the main body part ModelID -1 ; Model ID (0 to 63, or -1) Parent 7 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 0.000 180000.000 ; Initial offset } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 40.000 ; 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 3 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 4 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 5 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 6 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 7 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 8 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 9 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color -64 -64 -64 ; Light color (RGB values, -1024 to 1024 for each component) Reach 80000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } BONE { BoneID 10 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 11 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 12 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 13 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 14 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 15 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 30.000 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 1 ; Body part ID Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 2 ; Body part ID Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 9 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 10 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color -64 -64 -64 ; Light color (RGB values, -1024 to 1024 for each component) Reach 80000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 2 ; 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 1 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 2 ; Body part ID Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 10 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 11 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color -64 -64 -64 ; Light color (RGB values, -1024 to 1024 for each component) Reach 80000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 3 ; 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 2 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 3 ; Body part ID Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 4 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 11 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 12 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color -64 -64 -64 ; Light color (RGB values, -1024 to 1024 for each component) Reach 80000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 4 ; 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 3 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 4 ; Body part ID Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 5 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 12 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 13 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color -64 -64 -64 ; Light color (RGB values, -1024 to 1024 for each component) Reach 80000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 5 ; 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 4 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 5 ; Body part ID Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 6 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 13 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 14 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color -64 -64 -64 ; Light color (RGB values, -1024 to 1024 for each component) Reach 80000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 6 ; 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 5 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 6 ; Body part ID Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 7 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 14 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 15 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color -64 -64 -64 ; Light color (RGB values, -1024 to 1024 for each component) Reach 80000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 7 ; Number of the keyframe (0 to 255) Time 30.000 ; Time (in seconds) since previous keyframe Type 2 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 6 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 7 ; Body part ID Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 8 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) Translation 0.000 0.000 -360000.000 ; Translation } BONE { BoneID 15 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Doors between two cars ;---------------------------- ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "Doors between cars" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; 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) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 2.000 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation 875.000 0.000 0.000 ; Translation } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 1.000 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; SFX ; Need to be exactly as long as the landscape animation ;---------------------------- ANIMATION { Slot 2 ; Slot ID (0 to 255) Name "SFX" ; 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 -1 ; Model ID (0 to 63, or -1) } ; Nothing KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.500 ; 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 SFX { SfxID 0 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } ; Station KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 40.000 ; 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 SFX { SfxID 0 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } ; Welcome KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 29.500 ; 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 SFX { SfxID 1 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } ; Reminder KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 20.000 ; 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 SFX { SfxID 2 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } ; Activities KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 80.000 ; 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 SFX { SfxID 3 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } ; Station KEYFRAME { FrameNr 5 ; Number of the keyframe (0 to 255) Time 30.000 ; 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 SFX { SfxID 4 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } }