
texture {
	name "t_endscreen"
	texturefile "textures/ending_screen2.tga"
}



texture {
	name "t_name_1"
	texturefile "textures/name_1.tga"
}
texture {
	name "t_name_2"
	texturefile "textures/name_2.tga"
}
texture {
	name "t_name_3"
	texturefile "textures/name_3.tga"
}
texture {
	name "t_name_4"
	texturefile "textures/name_4.tga"
}
texture {
	name "t_name_5"
	texturefile "textures/name_5.tga"
}

model {
	name "m_scene9_landscape"
	modelfile "objects/bigdoor_tri.lwo"
	materials {
		glow {
			color glow
			shader "shr_yfade"
			blend 1
		}
		stone {
			color stone
			shader "shr_yfade"
			blend 1
		}
		road {
			color road
			shader "shr_yfade"
			blend 1
		}
		doorglow {
			color end_door
			shader "shr_yfade"
			blend 1
		}
	}
}



group {
	name "door"

	scene {
		name "s_door"
		file "scenes/scene9_v014.lws"
	}

	camera {
		prio 10
		transform "s_door.camera"
		nearplane 0.1
		fov 45
	}
	
	bones {
	    mesh "m_robot_md5mesh"
	    shadermesh "m_robot_mesh"
		layer0 "a_run" "globaltimer.localtime" 1
		scale 0.1
		rotation (0 -0.25 0)
		transform "s_door.gubbe"
	}

	object {
		model "m_robot_run"
		transform "s_door.gubbe"
	}

	object {
		model "m_scene9_landscape"
		transform "s_door.scene9"
	}

	picture {
		prio 201
		start (380 -50)
		size (256 256)
		color end_texts
		texture "t_name_1"
		alphacontrol "s_door.name_1"
	}

	picture {
		prio 202
		start (300 35)
		size (256 256)
		color end_texts
		texture "t_name_2"
		alphacontrol "s_door.name_2"
	}

	picture {
		prio 203
		start (350 150)
		size (256 256)
		color end_texts
		texture "t_name_3"
		alphacontrol "s_door.name_3"
	}

	picture {
		prio 204
		start (0 -17)
		size (256 256)
		color end_texts
		texture "t_name_4"
		alphacontrol "s_door.name_4"
	}

	picture {
		prio 205
		start (40 156)
		size (256 256)
		color end_texts
		texture "t_name_5"
		alphacontrol "s_door.name_5"
	}

	picture {
		prio 300
		start (0 0)
		size (640 480)
		color white
		texture "t_endscreen"
		alphacontrol "s_door.endblend"
	}

	cracklepath {
		texture "t_cracklepathtexture"
		color crackle
		sceneobjects {
			s_door "cracklepath1"
			s_door "cracklepath2"
			s_door "cracklepath3"
			s_door "cracklepath4"
			s_door "cracklepath5"
			s_door "cracklepath6"
			s_door "cracklepath7"
			s_door "cracklepath8"
			s_door "cracklepath9"
		}
	}
}

