
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     config                                                                                   ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sound = true/false
; debug = true/false

democonfig
{
	sound = true;
	developermode = false;
	song = resistance_pitka.mp3
	endtime = 235000
	jumptime = 220000
}

timeline
{
	title 0 15000 666
	pendrell 15000 233000 4059
}

event grouplogo
{
	time = 1000
	length = 14000
}

event demotitle
{
	time = 45000
	length = 10000
}

event credits1
{
	time = 227000
	length = 2000
}
event credits2
{
	time = 229000
	length = 2000
}
event credits3
{
	time = 231000
	length = 2000
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     effects			                                                                        ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

namespace title
{
	float logosize = 0.01
	vector3 logopos = 0 0 0
	vector3 logodelta = 0 0 2

	int glowsteps = 7
	float glowxstep = 0.09
	float glowystep = 0.09
	float glowbluralpha = 0.90
	float glowexp = 1.9
}

namespace pendrell
{
	float logosize = 0.005
	vector3 logopos = 0 0 0
	vector3 logodelta = 0 0 -10

	float creditssize1 = 0.005
	vector3 creditspos1 = 0 0 0
	vector3 creditsdelta1 = 0 0 0

	float creditssize2 = 0.005
	vector3 creditspos2 = 0 0 0
	vector3 creditsdelta2 = 0 0 0

	float creditssize3 = 0.005
	vector3 creditspos3 = 0 0 0
	vector3 creditsdelta3 = 0 0 0
	
	
	float groundsquaresize = 25.0f
	int groundsquarecount = 20
	
	int cameraseed = 508
	range camera_y_bound = 5 15
	range cameradistance = 50 150
	range cameratargetoffset = 5 30

	float globefadeinstart = 0
	float globefadeinend = 0.1
	range globefadeinspeed = 0.001 0.05
	float globesize = 20
	vector3 globerotationspeed = 0 0.0002f 0
	float globe_y_fadein = 60
	
	int leylinecount = 500
	range leylinelength = 15 30
	color3 leycolor = 1 0.3 0.9
	color3 leycolor2 = 0.3 0.7 0.2
	color3 leyparticlecolor = 1 0.8 0.9
	color3 leyparticlecolor2 = 1 0.8 0.3
	range leyparticlesize = 0.1 0.5
	range leyparticlealpha = 0.2 0.4
	range leyparticleenergy = 1.0 3.0
	range leyparticlespeed = 0.00 0.1
	range leyrotate = -0.5 0.5
	range leyfade = 0.05 0.1
	int maxleyparticles = 3000
	int leyparticleadd = 50
	
	float horizonheight = 50.0
	color4 horizoncolor1 = 0.85 0.6 0.5 0.2
	color4 horizoncolor2 = 1 1 1 0
	string groundtexture = ground.png
	float fogstart = 170.0
	float fogend = 240.0

	range beamadd = 150 200
	range beamenergy = 0.1 0.5
	range beamradius = 0.0 10.0
	range beamheight = 50 150
	range beamalpha = 0.02 0.04
	range beamrotation = -3.14 3.14
	float beamwidth = 3.0

	
	int starcount = 1000
	range starfade = 0.0 0.6
	
	int maxairparticles = 500
	range airparticlesize = 0.1 0.7
	range airparticlealpha = 0.5 0.9
	range airparticleenergy = 1.0 3.0
	range airparticlespawnradius = 1.0 200.0
	range airparticlespeed = 0.01 0.04
	color3 airparticlecolor = 1 1 1

	int maxtabernacleparticles = 800
	int tabernacle_particleaddcount = 10
	range tabernacleparticlesize = 0.1 1.0
	range tabernacleparticlealpha = 0.7 1.0
	range tabernacleparticleenergy = 0.3 1.0
	range tabernacleparticlespawnradius = 0.0 2.0
	color3 tabernacleparticlecolor = 1 0.3 0.9
	
	float tabernacle_x = 20.0
	float tabernacle_y = 34.0
	float tabernacle_z = 36.0

	int glowsteps = 9
	float glowxstep = 0.045
	float glowystep = 0.045
	float glowbluralpha = 0.98
	float glowexp = 1.5
}

event apocalypse
{
	time = 222000
	length = 5000
}

event emitstart
{
	time = 115200
	length = 1000
}

event movestart
{
	time = 140000
	length = 10000
}


event fadein
{	
	time = 15000
	length = 5000
}
event fadeout
{
	time = 230000
	length = 3000
}
event appear
{
	time = 113000
	length = 5000
}

event arrival
{
	time = 34000
	length = 5000

}

event particles
{
	time = 33000
	length = 30000
}

event tabernacleparticles
{
	time = 67000
	length = 1000
}

event tabernacleparticles2
{
	time = 105000
	length = 5000
}
event bellow
{
	time = 57500
	length = 8000
}

event bellow2
{
	time = 62600
	length = 5000
}

event particleblow
{
	time = 186500
	length = 1000
}

event breakupstart
{
	time = 192200
	length = 30000
}

event newworld
{
	time = 225000
	length = 1000
}

event noise
{
	time = 181000
	length = 10000
}

trigger beamtriggers
{
	115000 1000 0.5
}

trigger ripple
{
	115000 1000 0.4
	122000 3000 0.2
	132500 3000 0.2
	139000 1000 1.0
	144400 1000 0.5
	151700 1400 0.4

}
trigger noisechill
{
	100000 14000
}

trigger glimmer
{
	38400 5000 0.15	
	42000 1000 0.4
	54000 400 0.2
	56300 500 0.3
	57800 4000 0.2
	192100 500 3.0
	192543 400 3.0
	192661 400 3.0
	192927 400 3.0
	193161 400 3.0
	193411 400 3.0
	193594 400 3.0
	193911 400 3.0
	194078 400 3.0
	194478 400 3.0
	194895 400 3.0
	195195 400 3.0
	195329 400 3.0
	195396 400 3.0
	195462 400 3.0
	195546 1400 3.0
	195679 400 3.0
	195846 400 3.0
	196713 400 3.0
	196880 400 3.0
	197047 400 3.0
	197847 400 3.0
	198965 400 3.0
	200776 400 3.0
	201193 400 3.0
	201276 400 3.0
	201509 400 3.0
	201860 400 3.0
	202377 400 3.0
	202477 400 3.0
	202561 400 3.0
	203711 400 3.0
	204195 400 3.0
	204996 400 3.0
	205229 400 3.0
	205613 400 3.0
	206697 400 3.0
	206830 400 3.0
	206997 400 3.0
	207280 400 3.0
	207431 400 3.0
	207631 400 3.0
	208048 400 3.0
	208782 400 3.0
	209099 400 3.0
	209449 400 3.0
	209882 400 3.0
	210800 400 3.0
	212334 400 3.0
	213002 400 3.0
	214252 400 3.0
	214435 400 3.0
	214619 400 3.0
	214803 400 3.0
	215303 400 3.0
	215603 400 3.0
	215903 400 3.0
	216137 400 3.0
	216270 400 3.0
	216420 400 3.0
	216554 400 3.0
	216804 400 3.0
	216971 400 3.0
	217104 400 3.0
	217304 400 3.0
	217521 400 3.0
	217739 400 3.0
	218089 400 3.0
	218256 400 3.0
	218423 400 3.0
	218623 400 3.0
	218890 400 3.0
	219057 400 3.0
	219223 400 3.0
	219390 400 3.0
	219557 400 3.0
	219724 400 3.0
	219891 400 3.0
	220791 400 3.0
	220941 400 3.0
	221075 400 3.0
	221225 400 3.0
	221359 400 3.0
	221492 400 3.0
	221709 400 3.0
	221775 400 3.0
	221959 400 3.0
	222109 400 3.0
	222226 400 3.0
	222476 400 3.0
	222609 400 3.0
	222976 400 3.0
	223293 400 3.0
	223560 400 3.0
	223827 400 3.0
	223994 400 3.0
	224194 400 3.0
	224377 400 3.0
	224511 400 3.0
	224627 400 3.0
	224794 400 3.0
	224894 400 3.0
	225061 400 3.0
	225211 400 3.0
	225378 400 3.0
}

trigger bloodred
{
	135948 339
	138094 318
	138731 168
	141146 319
	143629 68
	143763 68
	145927 134
	147487 167
	150725 184
	151094 118
	151329 117
	152268 134
	153107 117
	153275 83
	155137 318
	155539 319
	156763 319
	157250 252
	157938 335
	160856 107
	161058 167
	162634 67
	162769 66
	162936 101
	163138 66
	164698 150
	164999 302
	168036 1207
	171857 138
	173168 102
	180818 504
}
trigger orange
{
	126833 486
	128309 217
	130348 359
	133827 84
	133978 118
	136613 268
	138759 302
	143422 335
	143842 335
	146122 336
	153068 201
	159433 218
	164468 165
	166712 202
	168122 86
	170737 136
	175852 346
	177575 138
	183621 185
}
trigger camtrigger
{
	31333 184
	44374 185
 	55791 135
	62132 117
	71056 133
	79006 150
	80851 151
	87660 100
	95682 99
	105157 152
	112052 151
	120321 67
	125086 117
	129301 64
	129598 67
	134679 67
	139478 99
	144304 67
	149102 67
	154085 149
	158698 117
	163482 117
	168293 84
	173057 118
	178277 151
	184064 67
	189649 68
	195329 33
	195396 33
	195462 50
	195546 100
	195679 50
	195846 17
	196713 50
	196880 17
	197047 16
	197847 50
	198965 50
	200776 100
	201193 66
	201276 67
	201509 67
	201860 50
	202377 50
	202477 33
	202561 50
	203711 83
	204195 100
	204996 49
	205229 67
	205613 50
	206697 100
	206830 34
	206997 33
	207280 51
	207431 33
	207631 83
	208048 83
	208782 50
	209099 100
	209449 16
	209882 101
	210800 116
	212334 34
	213002 66
	214252 34
	214435 34
	214619 67
	214803 50
	215303 117
	215603 84
	215903 34
	216137 100
	216270 50
	216420 67
	216554 50
	216804 67
	216971 50
	217104 33
	217304 51
	217521 67
	217739 67
	218089 50
	218256 67
	218423 83
	218623 50
	218890 67
	219057 66
	219223 84
	219390 50
	219557 67
	219724 66
	219891 66
	220791 100
	220941 67
	221075 66
	221225 83
	221359 49
	221492 83
	221709 50
	221775 117
	221959 50
	222109 33
	222226 83
	222476 50
	222609 84
	222976 67
	223293 34
	223560 33
	223827 34
	223994 33
	224194 33
	224377 84
	224511 50
	224627 67
	224794 34
	224894 67
	225061 50
	225211 67
	225378 67
}

trigger beamadd
{
	187000 9500
	192300 50000

}

trigger heartbeat
{
	115694 150 2
	115994 150 2
	116411 150 2
	116727 150 2
	117161 150 2
	117561 150 2
	117878 150 2
	118362 150 2
	118813 150 2
	119147 150 2
	119580 150 2
	119997 150 2
	120314 150 2
	120765 150 2
	121182 150 2
	121515 150 2
	121932 150 2
	122318 150 2
	122652 150 2
	123102 150 2
	123536 150 2
	123869 150 2
	124303 150 2
	124720 150 2
	125053 150 2
	125487 150 2
	125954 150 2
	126271 150 2
	126688 150 2
	127155 150 2
	127489 150 2
	127939 150 2
	128389 150 2
	128689 150 2
	129123 150 2
	129557 150 2
	129857 150 2
	130324 150 2
	130791 150 2
	131091 150 2
	131525 150 2
	131959 150 2
	132275 150 2
	132743 150 2
	133209 150 2
	133510 150 2
	133927 150 2
	134360 150 2
	134677 150 2
	135128 150 2
	135595 150 2
	135911 150 2
	136346 150 2
	136780 150 2
	137063 150 2
	137530 150 2
	137981 150 2
	138281 150 2
	138765 150 2
	139198 150 2
	139498 150 2
	139966 150 2
	140383 150 2
	140666 150 2
	141116 150 2
	141533 150 2
	141867 150 2
	142317 150 2
	142784 150 2
	143101 150 2
	143535 150 2
	143952 150 2
	144285 150 2
	144752 150 2
	145219 150 2
	145520 150 2
	145953 150 2
	146354 150 2
	146638 150 2
	147138 150 2
	147572 150 2
	147872 150 2
	148339 150 2
	148773 150 2
	149057 150 2
	151608 150 2
	154211 150 2
	154811 150 2
	155162 150 2
	155562 150 2
	155996 150 2
	156329 150 2
	156796 150 2
	157230 150 2
	157547 150 2
	157964 150 2
	158397 150 2
	158714 150 2
	159181 150 2
	159632 150 2
	159949 150 2
	160349 150 2
	160799 150 2
	161099 150 2
	161550 150 2
	161983 150 2
	162300 150 2
	162767 150 2
	163184 150 2
	163518 150 2
	163968 150 2
	164419 150 2
	164735 150 2
	165186 150 2
	165586 150 2
	165903 150 2
	166370 150 2
	166854 150 2
	167137 150 2
	167588 150 2
	168021 150 2
	168321 150 2
	168805 150 2
	169222 150 2
	169522 150 2
	169973 150 2
	170406 150 2
	170707 150 2
	171208 150 2
	171608 150 2
	171908 150 2
	172375 150 2
	172809 150 2
	173127 150 2
	173577 150 2
	175546 150 2
}

trigger psyko
{
	195149 67
	195300 67
	195434 67
	195585 34
	195719 20
	195838 32
	195971 67
	196105 68
	197046 67
	197164 68
	197268 32
	197619 50
	197937 51
	198072 67
	198223 84
	198508 16
	198793 17
	198910 84
	199045 100
	199513 50
	199681 50
	199969 50
	200385 101
	200889 83
	201609 33
	201745 65
	201877 68
	202013 99
	202180 33
	202498 17
	202632 50
	202951 67
	203135 67
	203269 85
	203605 151
	204360 285
	204947 84
	205100 65
	205383 51
	205567 19
	205737 83
	205940 50
	206090 50
	206224 68
	206376 83
	206527 84
	206865 98
	207384 115
	207617 50
	207752 51
	207903 84
	208071 50
	208205 101
	208373 84
	208541 84
	208692 84
	209061 118
	209514 33
	209648 115
	209981 84
	210234 18
	210636 50
	211241 84
	211440 67
	211591 101
	211776 33
	211927 67
	212060 84
	212177 118
	212362 50
	212513 50
	212647 101
	212799 83
	212997 84
	213149 66
	213299 84
	213450 103
	214121 18
	214238 51
	214389 17
	214540 67
	214691 50
	214842 67
	214993 50
	215127 84
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     beat				                                                                        ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

bpm beatquarter
{
	bpm = 17.5
	offset = 0
}

bpm beathalf
{
	bpm = 35
	offset = 0
}

bpm basicbeat0
{
	bpm = 70
	offset = 0
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     meshes																					;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

/*
mesh testi.obj
{
	usevbo = true
	autotexture = false
	texture = texture1.jpg
	usefacenormals = false
	calculatenormals = false
	retain = true
}
*/

mesh sphere.obj
{
	usevbo = true
}
mesh test.obj
{
	usevbo = true
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     textures                                                                                 ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; upload = true/false 
; wrap 	 = repeat/clamp
; retain = true/false 
; mipmap = true/false
; filter = nearest / linear 

texture ground.jpg
{
	mipmap = true
	wrap = repeat
	filter = linear
}

texture ceiling.jpg
{
	mipmap = true
	wrap = repeat
	filter = linear
}
texture noise1.png
{
	mipmap = false
	wrap = repeat
	filter = linear
}
texture noise2.png
{
	mipmap = false
	wrap = repeat
	filter = linear
}
texture noise3.png
{
	mipmap = false
	wrap = repeat
	filter = linear
}
texture brslogo.png
{
	wrap = clamp
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     postprocessing rendertargets                                                             ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;; NOTE! these are hardcoded into the postprocessing code so if any names are changed, they need to be 
;;;;; changed in the code as well!


rendertarget postprocess_1024
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_1024_2
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_1024_3
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_1024_4
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_2048
{
	width = 2048;
	height = 2048;
}
rendertarget postprocess_2048_2
{
	width = 2048;
	height = 2048;
}
rendertarget postprocess_2048_3
{
	width = 2048;
	height = 2048;
}
rendertarget postprocess_2048_4
{
	width = 2048;
	height = 2048;
}

rendertarget postprocess_512
{
	width = 512;
	height = 512;
}
rendertarget postprocess_256
{
	width = 256;
	height = 256;
}
rendertarget postprocess_256_2
{
	width = 256;
	height = 256;
}
rendertarget postprocess_128
{
	width = 128;
	height = 128;
}
rendertarget postprocess_128_2
{
	width = 128;
	height = 128;
}

texture postprocess_2048
{
	wrap = clamp;
}
texture postprocess_2048_2
{
	wrap = clamp;
}
texture postprocess_2048_3
{
	wrap = clamp;
}
texture postprocess_2048_4
{
	wrap = clamp;
}

texture postprocess_1024
{
	wrap = clamp;
}
texture postprocess_1024_2
{
	wrap = clamp;
}
texture postprocess_1024_3
{
	wrap = clamp;
}
texture postprocess_1024_4
{
	wrap = clamp;
}
texture postprocess_512
{
	wrap = clamp;
}
texture postprocess_256
{
	wrap = clamp;
}
texture postprocess_1284
{
	wrap = clamp;
}
texture postprocess_128_2
{
	wrap = clamp;
}
texture postprocess_64
{
	wrap = clamp;
}
texture postprocess_64_2
{
	wrap = clamp;
}

; this is for the pixelize shader mainly
texture postprocess_32
{
	filter = nearest
	wrap = clamp
}


; some whitespade needed :)