#######################################
Sichtbarkeits-Boundingbox
########################################

[VFDmaxmin]
-1.5
-6
-0.5
1.5
6
4.5

Viewpoint-Flag: 0 = Immer, 1 = Draußen, 2 = Drinnen, 4 = AI-Bus. Summieren zum Kombinieren.

Textur-Detail-Faktor: hiermit kann eingestellt werden, ob das Objekt als größer oder kleiner angenommen
wird beim Wechsel von lowres nach highres-Textur
Der Wert wird einfach mit dem in den Graphik-Optionen eingestellten Wert multipliziert, d.h.:
* 0.5 = Objekt wird bereits dargestellt, wenn es nur halb so groß ist, wie der eingestellte Wert
* 1.0 = Objekt erscheint genau dann, wenn es so groß ist wie eingestellt
* 2.0 = Objekt erscheint erst dann, wenn es schon doppelt so groß ist wie eingestellt.

[tex_detail_factor]
1.0

########################################
Textur-Changes
########################################

[CTC]
Colorscheme
Texture\pinturas
0

[CTCTexture]
farbschema_tex1
remapcoa.bmp

###################
Text-Texturen:
###################

IBIS:
0
[texttexture]
IBIS
IBIS-2_5x7
256
64
0
50
50
50

Thermometer
1
[texttexture]
cockpit_temperatur
LCD_7-Segment
256
64
0
50
50
50

ANNAX Linie groß:

2
[texttexture]
Matrix_Nr
SMRT Large
210
100
0
228
133
48

ANNAX Linie klein:

3
[texttexture]
Matrix_Nr
SMRT Large
210
100
0
228
133
48

ANNAX Zielschild:

4
[texttexture]
Matrix_Terminus
SMRT Large
620
100
0
228
133
48

IBIS-Fahrplanlage Minuten

5
[texttexture]
IBIS_Delay_min
IBIS-2_8x11
64
64
0
50
50
50

IBIS-Fahrplanlage Zehntelminuten
6
[texttexture]
IBIS_Delay_sec
IBIS-2_5x7
16
16
0
50
50
50

IBIS-Fahrplanlage Zehntelminuten
7
[texttexture]
IBIS_Delay_state
IBIS-2_5x7
16
16
0
50
50
50

Wagennummer:

8
[texttexture]
number
Kennz_DtAlt
64
32
1
0
0
0

########################################
[LOD]
0.1
########################################

###########################################
///// CARROCERIA /////

[mesh]
Body/RTS_Body.o3d

[illumination_interior]
-1
-1
-1
-1

[matl]
remapcoa.bmp
0


[matl_envmap]
envmap.bmp
0.1


[mesh]
body/RTS_bumper.o3d

[mesh]
body/RTS_body_2.o3d



[mesh]
body/GMC_RTS_Wipers.o3d

[mesh]
interior/RTS_Interior.o3d

[mesh]
interior/RTS_Interior_3.o3d



[mesh]
interior/RTS_Interior_2.o3d

[mesh]
interior/RTS_Interior_Dash.o3d


[mesh]
interior/GMC_Indicator.o3d

[mesh]
interior/RTS_Steering.o3d

[visible]
cp_lenkrad_visible
1


[viewpoint]
3


[newanim]
origin_trans
-0.68073
4.75126
1.78414

origin_rot_x
-25

origin_rot_y
90

origin_rot_z
0

anim_rot
Axle_Steering_0_L
900


[mesh]
interior/RTS_Steering_2.o3d




##################################################
Rodas
##################################################   

[mesh]
Wheels\RodaFrentedireita.o3d

[illumination_interior]
-1
0
1
2

[newanim]
origin_trans
1.099
3.365
0.519

anim_rot
Wheel_Rotation_0_R
57.295779513082320876798154814105
		Bei Achsanimationen wird die Variable in rad übergeben.

[newanim]
origin_rot_y
-90
anim_trans
Axle_Suspension_0_R
1

		Es folgt die Lenkung:
[newanim]

origin_trans
1.099
3.365
0.519
origin_rot_y
90
anim_rot
Axle_Steering_0_R
57.295779513082320876798154814105




------------------------------------------

[mesh]
Wheels\rodafrenteesquerda.o3d

[illumination_interior]
-1
0
1
2

[newanim]
origin_trans
-1.066
3.365
0.519
anim_rot
Wheel_Rotation_0_L
57.295779513082320876798154814105
[newanim]
origin_rot_y
-90
anim_trans
Axle_Suspension_0_L
1
[newanim]
origin_trans
-1.066
3.365
0.519
origin_rot_y
90
anim_rot
Axle_Steering_0_L
57.295779513082320876798154814105





------------------------------------------

[mesh]
Wheels\rodatraseiraesquerda.o3d

[illumination_interior]
-1
0
1
2

[newanim]
origin_trans
-0.915
-3.678
0.516
anim_rot
Wheel_Rotation_1_L
57.295779513082320876798154814105

[newanim]
origin_rot_y
-90
anim_trans
Axle_Suspension_1_L
1

------------------------------------------

[mesh]
Wheels\rodatraseiradireita.o3d

[illumination_interior]
-1
0
1
2


[newanim]
origin_trans
0.948
-3.678
0.516
anim_rot
Wheel_Rotation_1_R
57.295779513082320876798154814105

[newanim]
origin_rot_y
-90
anim_trans
Axle_Suspension_1_R
1

------------------------------------------



########################################
Luzes Externas
########################################
Erzeugt Scheinwerfer. Es können mehrere erstellt werden, jedoch kann stets nur einer
	zum Einsatz kommen. Welcher das ist, wird mit der Variable "Spot_Select" eingestellt.
	Ist diese negativ, wird kein Scheinwerfer aktiviert.

	Angaben:
		pos_x,
		pos_y,
		pos_z,
		dir_x,
		dir_y,
		dir_z,
		R,
		G,
		B,
		Range,
		InnerCone (Spot) [°], 
		OuterCone (Falloff) [°]



FEIXOS DE LUZ:

[spotlight]
0
5.3
0.888
0
1
-0.3
233
233
255
600
30
70

Abblendlicht:

[spotlight]
0
5.3
0.888
0
1
-0.3
255
255
233
300
30
70





[mesh]
Body/NYC_Light.o3d

	[light_enh_2]
	pos_x
	pos_y
	pos_z			position
	dir_x
	dir_y
	dir_z			direction
	up_x
	up_y
	up_z			vector pointing up (if rotating = 2) or rotation axis (if rotating = 1)
	omni			0 = directional light, 1 = omnidirectional light
	rotating		0 = light effect will be directed to dir vector, 1 = light will rotate to user (around UP axis),
				2 = light will rotate to user (around all axis)
	r			color
	g			color
	b			color
	size			meters
	conesize_inner_angle	degree, angle of inner cone (full brightness)
	conesize_outer_angle	degree, angle of outer cone (beginning of visibility)
	fading_variable		0 = dark, 1 = normal, 2 = double, 0.5 = half brightness, if invalid, 1 will be constantly used
	factor			factor multiplied
	z-offset		offset of spot from position to user (if the light would
					be inside of a solid object, you can make it visible
					with this parameter; just set it e.g. two times of the
					radius of the solid object.
	parameters		0 = none
				+ 1 = star
				+ 2 = no fog effect
				+ 4 = only effects
	cone			light will create cone effect (depends on fog and environmental brightness and only if it is no omnidirectional light)
	timeconst		time constant. It controls how much time the light will need to reach 63% of the illumination intensity
				(or 27% in case of switch off)
	bitmap			effect texture (if "" then standard texture will be used)
	
enhanced light effect, only omnidirectional: (same as above, but with omni = 1 and rotating = 2 and dir and up vector only zeros)



FAROL ALTO:

[light_enh_2]
-0.8
5.264
1.148
0
1
0
0
0
1
0
0
200
200
255
0.15
220
240
lights_fern
2.2
0.1
1
1
0.1



[light_enh_2]
0.832
5.264
1.148
0
1
0
0
0
1
0
0
200
200
255
0.15
220
240
lights_fern
2.2
0.1
1
1
0.1



FAROL BAIXO:

[light_enh_2]
-0.999
5.232
1.148
0
1
0
0
0
1
0
0
255
255
200
0.15
220
240
lights_abbl
1.4
0.1
1
1
1

[light_enh_2]
1.03
5.232
1.148
0
1
0
0
0
1
0
0
255
255
200
0.15
220
240
lights_abbl
1.4
0.1
1
1
1


MEIA LUZ:

[light_enh_2]
1.03
5.232
1.148
0
1
0
0
0
1
0
0
255
230
140
0.15
220
240
lights_stand
0.4
0.1
1
0
0.03


[light_enh_2]
-0.999
5.232
1.148
0
1
0
0
0
1
0
0
255
230
140
0.15
220
240
lights_stand
0.6
0.1
1
0
0.03



SETAS

[light_enh_2]
0.643
5.301
1.148
0
1
0
0
0
1
0
2
200
130
0
0.15
220
240
lights_blinker_r
2.2
0.1
1
1
0.03


[light_enh_2]
-0.612
5.301
1.148
-1
0.5
0
0
0
1
0
2
200
130
0
0.15
220
240
lights_blinker_l
2.2
0.1
1
1
0.03



Setas Laterais

[light_enh_2]
1.256
5.017
0.86
1
0
0
0
0
1
0
0
200
130
0
0.08
200
200
lights_blinker_r
1.8
0.1
1
1
0.03



[light_enh_2]
1.255
-5.274
1.013
1
0
0
0
0
1
0
0
200
130
0
0.08
200
200
lights_blinker_r
1.8
0.1
1
1
0.03


[light_enh_2]
-1.222
-5.274
1.013
-1
0
0
0
0
1
0
0
200
130
0
0.08
150
200
lights_blinker_l
1.8
0.1
1
1
0.03


[light_enh_2]
-1.222
5.017
0.86
-1
0
0
0
0
1
0
0
200
130
0
0.08
150
200
lights_blinker_l
1.8
0.1
1
1
0.03

LUZES LATERAIS


Esquerdas

[light_enh_2]
-1.222
5.017
0.86
-1
0
0
0
0
1
0
0
205
130
0
0.08
160
180
lights_stand
1.6
0.1
1
1
0.03



[light_enh_2]
-1.222
-5.274
1.013
-1
0
0
0
0
1
0
0
205
130
0
0.08
160
180
lights_stand
1.6
0.1
1
1
0.03


[light_enh_2]
-1.226
-0.095
0.86
-1
0
0
0
0
1
0
0
205
130
0
0.08
160
180
lights_stand
1.6
0.1
1
1
0.03



Direitas


[light_enh_2]
1.256
5.017
0.86
1
0
0
0
0
1
0
0
205
130
0
0.1
160
180
lights_stand
1.0
0.1
1
1
0.03



[light_enh_2]
1.26
-0.095
0.86
1
0
0
0
0
1
0
0
205
130
0
0.1
160
180
lights_stand
1.0
0.1
1
1
0.03


[light_enh_2]
1.255
-5.274
1.013
1
0
0
0
0
1
0
0
205
130
0
0.1
160
180
lights_stand
1.0
0.1
1
1
0.03

Luzes teto frente

[light_enh_2]
-0.237
4.735
2.978
0
1
0
0
0
1
0
0
205
130
0
0.08
220
240
lights_stand
0.4
0.1
1
0
0.03


[light_enh_2]
0.017
4.735
2.984
0
1
0
0
0
1
0
0
205
130
0
0.08
220
240
lights_stand
0.4
0.1
1
0
0.03


[light_enh_2]
0.271
4.735
2.978
0
1
0
0
0
1
0
0
205
130
0
0.08
220
240
lights_stand
0.4
0.1
1
0
0.03


[light_enh_2]
1.133
4.666
2.944
1
0
0
0
0
1
0
0
205
130
0
0.08
160
180
lights_stand
1.0
0.1
1
1
0.03


[light_enh_2]
-1.099
4.666
2.944
-1
0
0
0
0
1
0
0
205
130
0
0.08
160
180
lights_stand
1.6
0.1
1
1
0.03


SETAS TRAZEIRAS

[light_enh_2]
1.09
-5.678
1.429
0
-1
0
0
0
1
0
0
200
130
0
0.10
180
210
lights_blinker_r
1.8
0.1
1
1
0.03


[light_enh_2]
-1.055
-5.678
1.429
0
-1
0
0
0
1
0
0
200
130
0
0.10
180
210
lights_blinker_l
1.8
0.1
1
1
0.03


LUZ FAROL TRAZEIRA

[light_enh_2]
-0.822
-5.708
1.429
0
-1
0
0
0
1
0
0
150
0
0
0.10
180
210
lights_rueck
1.5
0.1
1
1
0.03


[light_enh_2]
0.857
-5.708
1.429
0
-1
0
0
0
1
0
0
150
0
0
0.10
180
210
lights_rueck
1.5
0.1
1
1
0.03



[light_enh_2]
0.677
-5.705
3.023
0
-1
0
0
0
1
0
0
150
0
0
0.1
180
210
lights_rueck
1.5
0.1
1
1
0.03


[light_enh_2]
0.239
-5.745
3.036
0
-1
0
0
0
1
0
0
150
0
0
0.1
180
210
lights_rueck
1.5
0.01
1
1
0.03


[light_enh_2]
0.017
-5.745
3.036
0
-1
0
0
0
1
0
0
150
0
0
0.1
180
210
lights_rueck
1.5
0.1
1
1
0.03


[light_enh_2]
-0.206
-5.745
3.036
0
-1
0
0
0
1
0
0
150
0
0
0.1
180
210
lights_rueck
1.5
0.1
1
1
0.03


[light_enh_2]
-0.643
-5.705
3.023
0
-1
0
0
0
1
0
0
150
0
0
0.1
180
210
lights_rueck
1.5
0.1
1
1
0.03


LUZ DE FREIO

[light_enh_2]
0.02
-5.729
1.85
0
-1
0
0
0
1
0
0
150
0
0
0.27
180
210
lights_rueck
1.0
0.1
1
1
0.03
D_Positionslicht.bmp



[light_enh_2]
0.02
-5.729
1.85
0
-1
0
0
0
1
0
0
150
0
0
0.27
180
210
lights_brems
1.0
0.1
1
1
0.03
D_Positionslicht.bmp




[light_enh_2]
0.857
-5.708
1.379
0
-1
0
0
0
1
0
0
150
0
0
0.37
180
210
lights_brems
1.0
0.1
1
1
0.03
D_kierun.png



[light_enh_2]
-0.822
-5.708
1.429
0
-1
0
0
0
1
0
0
255
0
0
0.10
180
210
lights_brems
1.8
0.1
1
1
0.03


[light_enh_2]
0.061
-5.729
2.007
0
-1
0
0
0
1
0
0
255
0
0
0.04
180
210
lights_brems
1.8
0.1
1
1
0.03


Luz de Ré

[light_enh_2]
0.742
-5.72
1.567
0
-1
0
0
0
1
0
0
255
240
160
0.10
180
210
lights_rueckfahr
1.0
0.1
1
1
0.03


[light_enh_2]
-0.706
-5.72
1.567
0
-1
0
0
0
1
0
0
255
240
160
0.10
180
210
lights_rueckfahr
1.0
0.1
1
1
0.03


########################################
Luzes Externas
########################################

Erzeugt Scheinwerfer. Es können mehrere erstellt werden, jedoch kann stets nur einer
	zum Einsatz kommen. Welcher das ist, wird mit der Variable "Spot_Select" eingestellt.
	Ist diese negativ, wird kein Scheinwerfer aktiviert.

	Angaben:
		pos_x,
		pos_y,
		pos_z,
		dir_x,
		dir_y,
		dir_z,
		R,
		G,
		B,
		Range,
		InnerCone (Spot) [°], 
		OuterCone (Falloff) [°]



FEIXOS DE LUZ:

[spotlight]
0.795
6.293
0.925
0
1
-0.3
233
233
255
600
30
70

Abblendlicht:

[spotlight]
-0.795
6.293
0.925
0
1
-0.3
255
255
233
300
30
70

	[light_enh_2]
	pos_x
	pos_y
	pos_z			position
	dir_x
	dir_y
	dir_z			direction
	up_x
	up_y
	up_z			vector pointing up (if rotating = 2) or rotation axis (if rotating = 1)
	omni			0 = directional light, 1 = omnidirectional light
	rotating		0 = light effect will be directed to dir vector, 1 = light will rotate to user (around UP axis),
				2 = light will rotate to user (around all axis)
	r			color
	g			color
	b			color
	size			meters
	conesize_inner_angle	degree, angle of inner cone (full brightness)
	conesize_outer_angle	degree, angle of outer cone (beginning of visibility)
	fading_variable		0 = dark, 1 = normal, 2 = double, 0.5 = half brightness, if invalid, 1 will be constantly used
	factor			factor multiplied
	z-offset		offset of spot from position to user (if the light would
					be inside of a solid object, you can make it visible
					with this parameter; just set it e.g. two times of the
					radius of the solid object.
	parameters		0 = none
				+ 1 = star
				+ 2 = no fog effect
				+ 4 = only effects
	cone			light will create cone effect (depends on fog and environmental brightness and only if it is no omnidirectional light)
	timeconst		time constant. It controls how much time the light will need to reach 63% of the illumination intensity
				(or 27% in case of switch off)
	bitmap			effect texture (if "" then standard texture will be used)
	
enhanced light effect, only omnidirectional: (same as above, but with omni = 1 and rotating = 2 and dir and up vector only zeros)


[mesh]
Body/RTS_frontglass.o3d

[matl]
Fenster.tga
0

[matl_envmap]
envmap.bmp
0.5

[matl_alpha]
2


[alphascale]
Envir_Brightness

[matl_alpha]
2


[matl]
Fenster_int.tga
0
 
[matl_envmap]
envmap.bmp
0.15
 
[matl_alpha]
2

[matl_noZwrite]

[mesh]
Body/RTS_body_glass.o3d


[matl]
Fenster.tga
0

[matl_envmap]
envmap.bmp
0.5

[matl_alpha]
2


[alphascale]
Envir_Brightness

[matl_alpha]
2


[matl]
Fenster_int.tga
0
 
[matl_envmap]
envmap.bmp
0.15
 
[matl_alpha]
2

[matl_noZwrite]





[mesh]
doors/RTS_DoorFF.o3d


[matl]
Fenster.tga
0

[matl_envmap]
envmap.bmp
0.5

[matl_alpha]
2


[alphascale]
Envir_Brightness

[matl_alpha]
2


[matl]
Fenster_int.tga
0
 
[matl_envmap]
envmap.bmp
0.15
 
[matl_alpha]
2

[matl]
remapcoa.bmp
0


[matl_envmap]
envmap.bmp
0.1


[newanim]
origin_trans
1.179
4.877
0
origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0
anim_rot
door_0
-135

[newanim]
origin_trans
1.179
5.181
0
origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0
anim_rot
door_0
130


[matl_noZwrite]




[mesh]
doors/RTS_DoorFR.o3d


[matl]
Fenster.tga
0

[matl_envmap]
envmap.bmp
0.5

[matl_alpha]
2


[alphascale]
Envir_Brightness

[matl_alpha]
2


[matl]
Fenster_int.tga
0
 
[matl_envmap]
envmap.bmp
0.15
 
[matl_alpha]
2

[matl]
remapcoa.bmp
0


[matl_envmap]
envmap.bmp
0.1



[newanim]
origin_trans
1.161
4.199
0
origin_rot_x
0
origin_rot_y
90
origin_rot_z
0
anim_rot
door_0
-135

[newanim]
origin_trans
1.161
3.95
0
origin_rot_x
0
origin_rot_y
90
origin_rot_z
0
anim_rot
door_0
130


[matl_noZwrite]

[mesh]
doors/RTS_DoorRF.o3d


[matl]
Fenster.tga
0

[matl_envmap]
envmap.bmp
0.5

[matl_alpha]
2


[alphascale]
Envir_Brightness

[matl_alpha]
2


[matl]
Fenster_int.tga
0
 
[matl_envmap]
envmap.bmp
0.15
 
[matl_alpha]
2

[matl]
remapcoa.bmp
0


[matl_envmap]
envmap.bmp
0.1

[newanim]
origin_trans
1.55
-1.57
0
origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0
anim_rot
door_2
-135

[newanim]
origin_trans
1.55
-1.331
0
origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0
anim_rot
door_2
130


[matl_noZwrite]


[mesh]
doors/RTS_DoorRR.o3d


[matl]
Fenster.tga
0

[matl_envmap]
envmap.bmp
0.5

[matl_alpha]
2


[alphascale]
Envir_Brightness

[matl_alpha]
2


[matl]
Fenster_int.tga
0
 
[matl_envmap]
envmap.bmp
0.15
 
[matl_alpha]
2

[matl]
remapcoa.bmp
0


[matl_envmap]
envmap.bmp
0.1


[newanim]
origin_trans
1.155
-2.596
0
origin_rot_x
0
origin_rot_y
90
origin_rot_z
0
anim_rot
door_2
-135

[newanim]
origin_trans
1.155
-2.936
0
origin_rot_x
0
origin_rot_y
90
origin_rot_z
0
anim_rot
door_2
130

[matl_noZwrite]
