{ ;============================================================================== ; RVGL CUSTOM ANIMATIONS ; ; This file allows creating custom object animation (moving whole meshes): ; - Up to 256 different animations can be defined. ; - Each has a main body part and up to 15 child bones which follow their parent bone. ; - Every animation can have up to 256 keyframes, defining the bone positions at that time. ; The game then interpolates the animation between those keyframes. ; - Each bone can have a light, sound effect and spark generator attached to it. ; These attachments can be created, updated or deleted at any keyframe. ; - Up to 64 custom model and sfx slots are supported. ; ; The type of interpolation can be one of the following: ; 0: linear. Constant velocity and angular velocity. ; 1: smooth start, sudden end. Like an object starting to fall, then hitting the ground. ; 2: sudden start, smooth end. ; 3: both smooth start and end. ; 4: exaggerating or overshooting, i.e. first moving a bit in the opposite direction, ; then over the target amount, then again backwards. Gives a robotic look. ;============================================================================== ;-------- ; Models ;-------- MODEL 0 "highway" MODEL 1 "big_truck_wheel" MODEL 2 "big_trailer_wheel" MODEL 3 "small_trailer_wheel" MODEL 4 "truck_wheel_front" MODEL 5 "truck_wheel_back" MODEL 6 "road_light_night" MODEL 7 "traffic_wheel4" MODEL 8 "bridge" MODEL 9 "traffic1" MODEL 10 "traffic_wheel1" MODEL 11 "traffic2" MODEL 12 "traffic_wheel2" MODEL 13 "traffic3-1" MODEL 14 "traffic3-2" MODEL 15 "traffic_wheel3" MODEL 16 "traffic4" MODEL 17 "NONE" ;--------------- ; Sound effects ;--------------- SFX 0 "Truck_loop_sound" ; This loads "custom/gator.wav" SFX 1 "Truck2" SFX 2 "Truck3" SFX 3 "mid67" SFX 4 "mid70" SFX 5 "mid97" SFX 6 "mid7" ;---------------------------- ; Highway ;---------------------------- ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "Highway" ; 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) 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) OffsetTranslation -000.000 0.000 -10550.000 } 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 27000.000 0.000 0.000 ; Translation } } } ;---------------------------- ; Big Wheel ;---------------------------- ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "wheels" ; 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) 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 1 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 8400.000 650.000 -1720.000 ; Offset to parent location } 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) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -7900.000 650.000 -1720.000 ; Offset to parent location } BONE { BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part ModelID 1 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -24050.000 650.000 -1720.000 ; Offset to parent location } BONE { BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part ModelID 1 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -19800.000 650.000 -8650.000 ; Offset to parent location } BONE { BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part ModelID 1 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -14300.000 650.000 -5090.000 ; Offset to parent location } BONE { BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part ModelID 1 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -13000.000 650.000 2030.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 10000.000 ; 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 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7000000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7000000.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7000000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7000000.000 ; Rotation (in degrees) } BONE { BoneID 5 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7000000.000 ; Rotation (in degrees) } BONE { BoneID 6 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7000000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 1 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; Big Trailer Wheel ;---------------------------- ANIMATION { Slot 2 ; Slot ID (0 to 255) Name "trailer wheels" ; 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) 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 2 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -8800.000 680.000 -8530.000 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -11200.000 680.000 -8530.000 ; Offset to parent location } 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) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -10000.000 680.000 -8530.000 ; Offset to parent location } BONE { BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -7850.000 680.000 -4915.000 ; Offset to parent location } BONE { BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -6750.000 680.000 -4915.000 ; Offset to parent location } BONE { BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -3950.000 680.000 2140.000 ; Offset to parent location } BONE { BoneID 7 ; Body part ID (0 to 15); part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -5150.000 680.000 2140.000 ; Offset to parent location } BONE { BoneID 8 ; Body part ID (0 to 15); part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 3050.000 680.000 2140.000 ; Offset to parent location } BONE { BoneID 9 ; Body part ID (0 to 15); part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 4150.000 680.000 2140.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 10000.000 ; 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 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7500000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7500000.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7500000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7500000.000 ; Rotation (in degrees) } BONE { BoneID 5 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7500000.000 ; Rotation (in degrees) } BONE { BoneID 6 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7500000.000 ; Rotation (in degrees) } BONE { BoneID 7 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7500000.000 ; Rotation (in degrees) } BONE { BoneID 8 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7500000.000 ; Rotation (in degrees) } BONE { BoneID 9 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7500000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 2 ; Sound ID (0 to 63, or -1) Range 70 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; Small Trailer Wheel ;---------------------------- ANIMATION { Slot 3 ; Slot ID (0 to 255) Name "trailer wheels" ; 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) 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 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -3850.000 820.000 -1760.000 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -2800.000 820.000 -1760.000 ; Offset to parent location } BONE { BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 2050.000 820.000 -1760.000 ; Offset to parent location } 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) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 3100.000 820.000 -1760.000 ; Offset to parent location } BONE { BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 17200.000 820.000 -1760.000 ; Offset to parent location } BONE { BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 18400.000 820.000 -1760.000 ; Offset to parent location } BONE { BoneID 7 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -13200.000 820.000 -1760.000 ; Offset to parent location } BONE { BoneID 8 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -14300.000 820.000 -1760.000 ; Offset to parent location } BONE { BoneID 9 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -19000.000 820.000 -1760.000 ; Offset to parent location } BONE { BoneID 10 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -20100.000 820.000 -1760.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 10000.000 ; 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 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 8100000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 8100000.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 8100000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 8100000.000 ; Rotation (in degrees) } BONE { BoneID 5 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 8100000.000 ; Rotation (in degrees) } BONE { BoneID 6 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 8100000.000 ; Rotation (in degrees) } BONE { BoneID 7 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 8100000.000 ; Rotation (in degrees) } BONE { BoneID 8 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 8100000.000 ; Rotation (in degrees) } BONE { BoneID 9 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 8100000.000 ; Rotation (in degrees) } BONE { BoneID 10 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 8100000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 2 ; Sound ID (0 to 63, or -1) Range 50 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; TRUCK Wheel ;---------------------------- ANIMATION { Slot 4 ; Slot ID (0 to 255) Name "TRUCK wheels" ; 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) 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 4 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -3100.000 800.000 -4950.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 10000.000 ; 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 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7500000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. 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 } } } } ;---------------------------- ; TRUCK Wheel ;---------------------------- ANIMATION { Slot 5 ; Slot ID (0 to 255) Name "TRUCK wheels" ; 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) 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 5 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 3600.000 850.000 -4950.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 10000.000 ; 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 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 8000000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 2 ; Sound ID (0 to 63, or -1) Range 60 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; Lights ;---------------------------- ANIMATION { Slot 6 ; Slot ID (0 to 255) Name "lit" ; 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) 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 6 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 100.000 -14200.000 ; Offset to parent location } 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 27000.000 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 0.000 ; Rotation (in degrees) ; Light, sound and spark generator for this bone ; values apply to all future keyframes until they are changed again LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 1000 1000 1000 ; Light color (RGB values, -1024 to 1024 for each component) Reach 7500 ; Light reach distance ConeSize 180 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } ;---------------------------- ; Bridge ;---------------------------- ANIMATION { Slot 7 ; Slot ID (0 to 255) Name "landscape 1" ; 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) 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 8 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 -10000.000 -50000.000 ; Offset to parent location } 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 29000.000 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 0.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 6 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; Traffic 1 ;---------------------------- ANIMATION { Slot 8 ; Slot ID (0 to 255) Name "car1" ; 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) BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 9 ; Model ID (0 to 63, or -1) OffsetTranslation 10000.000 950.000 -8500.000 ; Offset to parent location } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 10 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 1000.000 0.000 0.000 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 10 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -1150.000 0.000 -0.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 9.000 ; 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 -1500.000 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -800000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -800000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 5 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; Traffic 2 ;---------------------------- ANIMATION { Slot 9 ; Slot ID (0 to 255) Name "car2" ; 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) BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 11 ; Model ID (0 to 63, or -1) OffsetTranslation 17000.000 700.000 -5000.000 ; Offset to parent location } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 12 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 1050.000 0.000 0.000 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 12 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -1200.000 0.000 -0.000 ; Offset to parent location } 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 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -800000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -800000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 3 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; Traffic 3 ;---------------------------- ANIMATION { Slot 10 ; Slot ID (0 to 255) Name "car3" ; 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) BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 13 ; Model ID (0 to 63, or -1) OffsetTranslation 22000.000 850.000 2800.000 ; Offset to parent location } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 15 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 950.000 0.000 0.000 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 15 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location } 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 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -500000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -500000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 4 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; Traffic 3 ;---------------------------- ANIMATION { Slot 11 ; Slot ID (0 to 255) Name "car3" ; 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) BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 14 ; Model ID (0 to 63, or -1) OffsetTranslation 25000.000 850.000 -900.000 ; Offset to parent location } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 15 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 950.000 0.000 0.000 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 15 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location } 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 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -500000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -500000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 4 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; Traffic 3 ;---------------------------- ANIMATION { Slot 12 ; Slot ID (0 to 255) Name "car4" ; 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) BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 16 ; Model ID (0 to 63, or -1) OffsetTranslation 22000.000 830.000 -4300.000 ; Offset to parent location } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 7 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 1000.000 0.000 0.000 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 7 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 8.000 ; 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 0.000 -3500.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -400000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -400000.000 ; Rotation (in degrees) } } } ;---------------------------- ; Traffic 3 ;---------------------------- ANIMATION { Slot 13 ; Slot ID (0 to 255) Name "car4" ; 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) BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 16 ; Model ID (0 to 63, or -1) OffsetTranslation -32000.000 880.000 2800.000 ; Offset to parent location } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 7 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 1000.000 0.000 0.000 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 7 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 10.000 ; 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 0.000 -3500.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -400000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -400000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 6 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; Traffic 3 ;---------------------------- ANIMATION { Slot 14 ; Slot ID (0 to 255) Name "car3" ; 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) BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 13 ; Model ID (0 to 63, or -1) OffsetTranslation -40000.000 900.000 -700.000 ; Offset to parent location } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 15 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 950.000 0.000 0.000 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 15 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 10.000 ; 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 -5000.000 0.000 3500.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -500000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -500000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 4 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; Traffic 2 ;---------------------------- ANIMATION { Slot 15 ; Slot ID (0 to 255) Name "car2" ; 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) BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 11 ; Model ID (0 to 63, or -1) OffsetTranslation -37000.000 890.000 -4500.000 ; Offset to parent location } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 12 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 1050.000 0.000 0.000 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 12 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -1200.000 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 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation 7000.000 0.000 -3500.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -800000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -800000.000 ; Rotation (in degrees) ; Add properties for light, sound effect and sparks here (optional). ; Values are inherited by future keyframes, so only the properties to ; be changed need to be specified again. SFX { SfxID 3 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ;---------------------------- ; Lights ;---------------------------- ANIMATION { Slot 16 ; Slot ID (0 to 255) Name "lit" ; 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) 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 -1 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -23000.000 100.000 -13000.000 ; Offset to parent location } 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 21000.000 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 0.000 ; Rotation (in degrees) ; Light, sound and spark generator for this bone ; values apply to all future keyframes until they are changed again LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 1000 1000 1000 ; Light color (RGB values, -1024 to 1024 for each component) Reach 7500 ; Light reach distance ConeSize 180 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } ;---------------------------- ; Lights ;---------------------------- ANIMATION { Slot 17 ; Slot ID (0 to 255) Name "lit" ; 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) 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 -1 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -36000.000 100.000 -13000.000 ; Offset to parent location } 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 21000.000 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 0.000 ; Rotation (in degrees) ; Light, sound and spark generator for this bone ; values apply to all future keyframes until they are changed again LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 1000 1000 1000 ; Light color (RGB values, -1024 to 1024 for each component) Reach 7500 ; Light reach distance ConeSize 180 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } }