<World3D> world_invisible2 </World3D>
<World3D> world2 </World3D>

<KIMG> topnoise2 | data/part6/topnoise2.iff </KIMG>

<KTABLE> paltab4 | 0,0 | 30,1 | 270,1 | 290,0 </KTABLE>

<KIMG> ctable5 | data/part6/ctable4.iff </KIMG>
<computecolortable> table5 | ctable5 |0|0|0|0 </computecolortable>

<KIMG> mapred | data/part6/lightmapred.iff </kimg>
<t3dFlatLightMap> tmapred | mapred | table5 </t3dFlatLightMap>


<lwo3d> pole_invisible | world_invisible2 | 0|0|5|0|0|0|1|1|1| data/part6/pole.lwo | 1 | tmapred</lwo3d>
<clone3d> pole | world2|0|0|0|0|0|0|1|1|1| pole_invisible </clone3d>

<KCAM> camera6 |0|0|-50|0|0|0|0.3  </KCAM>

<KPART>
    <ID> Part6 </ID>

  <Fx>
      <Pa>BindPalette</Pa>
      <Pa> aft | paltab4 | 0 | 0 </Pa>
      <Pa>CTE|0</Pa>              type of fade:0,1,2,3
      <Pa>CTE|255</Pa>            optional color 0->255 (0)
      <Pa>mapred</Pa>     palette where to fade ( "B" )
      <Pa>mapred</Pa>            optional source Palette(2)
      <Pa>CTE|0</Pa>              type of fade:0,1,2,3
      <Pa>CTE|255</Pa>            optional color 0->255 (0)
      <Pa>mapred</Pa>       Palette where to fade ( "B" )
      <Pa>mapred</Pa>       optional source Palette(2)
      <Pa>CTE|0</Pa>              type of fade:0,1,2,3
      <Pa>CTE|255</Pa>            optional color 0->255 (0)
      <Pa>mapred</Pa>       Palette where to fade ( "B" )
      <Pa>mapred</Pa>       optional source Palette(2)
  </Fx>

  <Fx><Pa> FillRc </Pa><Pa>mainscreen</Pa><Pa>cte| 0 </Pa></Fx>

   < Fx><Pa> sprite </Pa>
      <Pa> mainscreen </pa>
      <Pa> back1 </Pa>
      <Pa> cte | 0 </Pa>
      <Pa> cte | 0.2 </Pa>
      <Pa> cte | 1 </Pa>
      <Pa> cte | 0.8 </Pa>
   </Fx>


    <Fx><Pa> Clone3DShape </Pa><Pa> pole </Pa><Pa> pole_invisible </Pa></Fx>

    displace vertexes:
    <Fx><Pa> VertexSin </Pa>
        <Pa> pole </Pa>
        <Pa> sin|0|0.4|0.5 </Pa> offset X
        <Pa> sin|0|0.8|0.5 </Pa>        Y
        <Pa> sin|0|0.5|2</Pa>        Z

        <Pa> cte|0.5</Pa> frequence X
        <Pa> cte|0.2</Pa>           Y
        <Pa> cte|0.5</Pa>           Z

        <Pa> cte|0</Pa> amplitude X
        <Pa> cte|0</Pa>           Y
        <Pa> cte|8</Pa>           Z
    </Fx>
 note if all amplitude are 0, there is no displacement.

    <Fx><Pa> Set3DObject </Pa>
        <Pa>  pole </Pa>

        <Pa> sin | 0 | 1 | 20 </Pa>
        <Pa> cos | 0 | 1 | 20 </Pa>
        <Pa> cte | 0 </Pa>

        <Pa> cte | 0 </Pa>
        <Pa> cte | 0.2 </Pa>
        <Pa> cte | 0 </Pa>

        < Pa> aff |-0.01|0.005</Pa>
        < Pa> aff |0.1|0.006</Pa>
        < Pa> aff |0.0|0.007</Pa>

        <Pa> cte | 0.5 </Pa>
        <pa> cte |0.5 </Pa>
        <pa> cte |0.5 </Pa>  scale
    </Fx>

    <Fx><Pa> Draw3DWorld </Pa>
        <Pa> mainscreen </Pa>
        <Pa> world2 </Pa>
        <Pa> camera6 </Pa>
        <Pa> cte|0 </Pa>
        <Pa> cte|1 </Pa>
        <Pa> cte|200</Pa>
    </Fx>

  <Fx>
      <Pa> radialblur </Pa>
      <Pa> mainscreen </Pa>        rectangle where to make radialblur
      <Pa> table5 </Pa>       the color remap table to apply color operation
      <Pa> cte | 0.5 </Pa>      X center of radial zoom according to position
      <Pa> cte | 0.5 </Pa>      Y center of radial zoom according to position
      <Pa> cte | 0.97 </Pa>      X rate of zoom. please >0
      <Pa> cte | 0.97 </Pa>      Y rate of zoom. please >0
  </Fx>

   <Fx><Pa> SpriteTable </Pa>
        <Pa>mainscreen</Pa>
        <Pa> topnoise2 </Pa>
        <Pa> cte | 0 </Pa>
        <Pa> cte | 0.2 </Pa>
        <Pa> cte | 1 </Pa>
        <Pa> cte | 0.8 </Pa>
        <Pa> table5 </Pa>  50% transpa
    </Fx>

</KPART>
