########################################
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]
0.5

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

Èíslo vozu

0
[texttexture]
number
VAG
80
80
0
180
31
27


1
[texttexture]
Matrix_Nr
DIN Eng
110
70
0
255
255
255

2
[texttexture]
Matrix_Terminus
DIN Eng
480
380
0
255
255
255


**********************************************************************
				BUS
**********************************************************************




[mesh]
karoserie.o3d

[mesh]
sedacky.o3d

[mesh]
interier.o3d

INTERIER

4. Licht:
[interiorlight]
lights_beleuchtung_unterdeck
1
205
200
175
0.000
3.170
2.800

[interiorlight]
lights_beleuchtung_unterdeck
1
205
200
175
0.000
0.574
2.800


[interiorlight]
lights_beleuchtung_oberdeck
1
205
200
175
0.000
-1.982
2.800

[interiorlight]
lights_beleuchtung_oberdeck
1
205
200
175
0.000
-3.633
2.800

[mesh]
ec.o3d

[matl]
number.bmp
0

[useTextTexture]
0

[matl_alpha]
2

[mesh]
linka.o3d

[matl]
linka.bmp
0

[useTextTexture]
1

[matl_alpha]
2

[mesh]
cil.o3d

[matl]
cil.bmp
0

[useTextTexture]
2

[matl_alpha]
2

	////////////////////////////////////////////////////////
		Rauchsystem
	////////////////////////////////////////////////////////

Erzeugt Partikelsystem Rauch, welches an vorherigem Mesh angeheftet ist

	* x, y, z Position
	* x, y, z Ausströmrichtung

Ab hier können wahlweise Variablennamen (nur lokal!) oder Werte eingegeben werden:
	* Geschwindigkeit beim Ausstoß
	* Geschwindigkeitsvariation
	* Frequenz
	* Lebensdauer
	* Bremsfaktor
	* Fallkoeffizient
	* Startgröße
	* Vergrößerungsrate
	* Initialalpha
	* Alphavariation
	* R,G,B

[smoke]
-0.596
-4.895
0.375
-1
-0.7
0
auspuff_vel
0.2
auspuff_freq
auspuff_leben
0.95
-0.2
0.5
3
auspuff_alpha
10
0.66
0.66
0.8

Kochendes Kühlwasser


[smoke]
0.002
-3.642
0.429
0
-1
0
2
0.2
engine_kuehlwasser_freq
3
0.95
-0.2
1
3
0.3
10
1
1
1

[viewpoint]
4

Fernlicht:

[light_enh_2]
0.934
5.566
0.890
0
1
0
0
0
1
0
0
200
200
255
0.3
50
150
lights_fern
3.0
0.1
1
1
0.1


[light_enh_2]
-0.924
5.566
0.890
0
1
0
0
0
1
0
0
200
200
255
0.3
50
150
lights_fern
3.0
0.1
1
1
0.1

Abblendlicht:

[light_enh_2]
0.934
5.566
0.890
0
1
0
0
0
1
0
0
255
255
200
0.3
50
190
lights_abbl
1.5
0.1
1
1
0.1


[light_enh_2]
-0.924
5.566
0.890
0
1
0
0
0
1
0
0
255
255
200
0.3
50
190
lights_abbl
1.5
0.1
1
1
0.1


Standlicht:

[light_enh_2]
0.934
5.566
0.890
0
1
0
0
0
1
0
0
255
230
140
0.3
150
190
lights_stand
0.4
0.1
1
0
0.03


[light_enh_2]
-0.924
5.566
0.890
0
1
0
0
0
1
0
0
255
230
140
0.3
150
190
lights_stand
0.4
0.1
1
0
0.03

Blinker

[light_enh_2]
1.026
5.600
1.300
0
1
0
0
0
1
0
2
200
130
0
0.25
220
240
lights_blinker_r
1.0
0.1
1
1
0.03
sv_sv2.bmp

[light_enh_2]
-1.005
5.600
1.300
0
1
0
0
0
1
0
2
200
130
0
0.25
220
240
lights_blinker_l
1.0
0.1
1
1
0.03
sv_sv2.bmp

Seitenblinker

[light_enh_2]
1.292
4.136
1.365
1
0
0
0
0
1
0
0
200
130
0
0.25
150
200
lights_blinker_r
1.0
0.1
1
1
0.03
sv_sv3.bmp

[light_enh_2]
-1.282
4.126
1.365
-1
0
0
0
0
1
0
0
200
130
0
0.25
150
200
lights_blinker_l
1.0
0.1
1
1
0.03
sv_sv3.bmp

Heckblinker

[light_enh_2]
1.003
-5.221
1.155
0
-1
0
0
0
1
0
0
200
130
0
0.25
180
210
lights_blinker_r
1.0
0.1
1
1
0.03
sv_sv3.bmp

[light_enh_2]
-0.993
-5.221
1.155
0
-1
0
0
0
1
0
0
200
130
0
0.25
180
210
lights_blinker_l
1.0
0.1
1
1
0.03
sv_sv3.bmp

Bremslichter

[light_enh_2]
-0.993
-5.221
1.050
0
-1
0
0
0
1
0
0
255
0
0
0.25
180
210
lights_brems
1.0
0.1
1
1
0.03
sv_sv3.bmp

[light_enh_2]
1.003
-5.221
1.050
0
-1
0
0
0
1
0
0
255
0
0
0.25
180
210
lights_brems
1.0
0.1
1
1
0.03
sv_sv3.bmp

[light_enh_2]
1.003
-5.221
0.944
0
-1
0
0
0
1
0
0
150
0
0
0.25
180
210
lights_rueck
1.0
0.1
1
1
0.03
sv_sv3.bmp

[light_enh_2]
-0.993
-5.221
0.944
0
-1
0
0
0
1
0
0
150
0
0
0.25
180
210
lights_rueck
1.0
0.1
1
1
0.03
sv_sv3.bmp

//////////////dveøe


[mesh]
drzak0.o3d

[newanim]
origin_trans
1.098
5.175
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_0
100

----

[mesh]
door0.o3d

[matl]
Fenster.tga
0
 
[matl_envmap]
envmap.bmp
0.80
 
[matl_alpha]
2

[matl_noZwrite]

[newanim]
origin_trans
1.163
4.883
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_0
-100

[newanim]
origin_trans
1.075
5.178
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_0
100

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

[mesh]
drzak1.o3d

[newanim]
origin_trans
1.096
4.280
0

origin_rot_x
0
origin_rot_y
90
origin_rot_z
0

anim_rot
door_1
110

---

[mesh]
door1.o3d

[matl]
Fenster.tga
0
 
[matl_envmap]
envmap.bmp
0.80
 
[matl_alpha]
2

[matl_noZwrite]

[newanim]
origin_trans
1.165
4.589
0

origin_rot_x
0
origin_rot_y
90
origin_rot_z
0

anim_rot
door_1
-110


[newanim]
origin_trans
1.096
4.280
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_1
-110


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

[mesh]
drzak2.o3d

[newanim]
origin_trans
1.065
0.619
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_2
100

[mesh]
door2.o3d

[matl]
Fenster.tga
0
 
[matl_envmap]
envmap.bmp
0.80
 
[matl_alpha]
2

[matl_noZwrite]

[newanim]
origin_trans
1.167
0.264
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_2
-100

[newanim]
origin_trans
1.065
0.619
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_2
100

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

[mesh]
drzak3.o3d

[newanim]
origin_trans
1.065
-0.732
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_3
-110

[mesh]
door3.o3d

[matl]
Fenster.tga
0
 
[matl_envmap]
envmap.bmp
0.80
 
[matl_alpha]
2

[matl_noZwrite]

[newanim]
origin_trans
1.165
-0.378
0

origin_rot_x
0
origin_rot_y
90
origin_rot_z
0

anim_rot
door_3
-110


[newanim]
origin_trans
1.065
-0.732
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_3
-110

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

[mesh]
drzak4.o3d

[newanim]
origin_trans
1.065
-3.183
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_2
100

[mesh]
door4.o3d

[matl]
Fenster.tga
0
 
[matl_envmap]
envmap.bmp
0.80
 
[matl_alpha]
2

[matl_noZwrite]

[newanim]
origin_trans
1.162
-3.538
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_2
-100

[newanim]
origin_trans
1.065
-3.183
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_2
100

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

[mesh]
drzak5.o3d

[newanim]
origin_trans
1.065
-4.535
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_3
-110

[mesh]
door5.o3d

[matl]
Fenster.tga
0
 
[matl_envmap]
envmap.bmp
0.80
 
[matl_alpha]
2

[matl_noZwrite]

[newanim]
origin_trans
1.164
-4.180
0

origin_rot_x
0
origin_rot_y
90
origin_rot_z
0

anim_rot
door_3
-110


[newanim]
origin_trans
1.065
-4.535
0

origin_rot_x
0
origin_rot_y
-90
origin_rot_z
0

anim_rot
door_3
-110

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

[mesh]
okna.o3d

[matl]
Fenster.tga
0
 
[matl_envmap]
envmap.bmp
0.80
 
[matl_alpha]
2

[matl_noZwrite]

**********************************************************************
				KOLA
**********************************************************************

		Es folgen nun die Räder, 0=vorne, 1=hinten, bei DIESEM Bus, es richtet sich nach den Achs-Einträgen.

[mesh]
wh_f_r.o3d

[illumination_interior]
-1
-1
-1
-1

[newanim]
origin_trans
0.929
3.403
0.473

		Drehung ist nicht notwendig, da die Räder sich ja um die X-Achse drehen.
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
0.929
3.403
0.473
origin_rot_y
90
anim_rot
Axle_Steering_0_R
57.295779513082320876798154814105



[mesh]
wh_f_l.o3d
[newanim]
origin_trans
-0.914
3.403
0.473
anim_rot
Wheel_Rotation_0_L
57.295779513082320876798154814105
[newanim]
origin_rot_y
-90
anim_trans
Axle_Suspension_0_L
1
[newanim]
origin_trans
-0.914
3.403
0.473
origin_rot_y
90
anim_rot
Axle_Steering_0_L
57.295779513082320876798154814105


[mesh]
wh_b_r.o3d

[newanim]
origin_trans
0.916
-2.135
0.470
anim_rot
Wheel_Rotation_1_R
57.295779513082320876798154814105

[newanim]
origin_rot_y
-90
anim_trans
Axle_Suspension_1_R
1



[mesh]
wh_b_l.o3d

[newanim]
origin_trans
-0.916
-2.135
0.470
anim_rot
Wheel_Rotation_1_L
57.295779513082320876798154814105

[newanim]
origin_rot_y
-90
anim_trans
Axle_Suspension_1_L
1

########################################
STÍN
########################################

[mesh]
stin.o3d

[isshadow]

[matl]
Shadow.tga
0

[matl_alpha]
2

[matl_noZcheck]
[matl_noZwrite]

