; FILE: NatureProp.ini //////////////////////////////////////////////////////// ; This file contains only objects that are natural props such as ; rocks and trees etc. ;////////////////////////////////////////////////////////////////////////////// ;------------------------------------------------------------------------------ Object GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTDogwod01 End ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End ; *** DESIGN parameters *** DisplayName = OBJECT:DogwoodTree EditorSorting = SHRUBBERY CrushableLevel = 1 ArmorSet Conditions = None Armor = TreeArmor End ; *** ENGINEERING parameters *** KindOf = SHRUBBERY IMMOBILE IGNORED_IN_GUI Body = HighlanderBody ModuleTag_10 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = FireWeaponCollide ModuleTag_03 CollideWeapon = TreeFireDealDamageWeapon RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 2 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 BurningSoundName = GenericFireMediumLoop End Behavior = FireSpreadUpdate ModuleTag_06 OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 ;nothing End Behavior = ToppleUpdate ModuleTag_08 ToppleFX = FX_ToppleTree BounceFX = FX_TreeBounce StumpName = TreeSpruceStump End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryHeight = 15 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeDogwood1 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTDogwod01 End ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreeDogwood1Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTDogwod01_S End ConditionState = AFLAME ;Currently on fire Model = PTDogwod01_S ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ Object Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush01 End ConditionState = AFLAME ;Currently on fire Model = PTBush01 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End ; *** DESIGN parameters *** DisplayName = OBJECT:Bush EditorSorting = SHRUBBERY ArmorSet Conditions = None Armor = TreeArmor End ; *** ENGINEERING parameters *** KindOf = SHRUBBERY IMMOBILE IGNORED_IN_GUI Body = HighlanderBody ModuleTag_08 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = FireWeaponCollide ModuleTag_03 CollideWeapon = TreeFireDealDamageWeapon RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 2 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 BurningSoundName = GenericFireMediumLoop End Behavior = FireSpreadUpdate ModuleTag_06 OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers ; The closest flammable thing will be set on fire automatically. End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ Object BurningEmber ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE ParticleSysBone = NONE BurningEmberTrail End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End ; ***DESIGN parameters *** EditorSorting = DEBRIS ; *** ENGINEERING Parameters *** KindOf = NONE ; Behavior = FireWeaponCollide ;; FireOnce = Yes ; CollideWeapon = BurningEmberWeapon ; End Behavior = PhysicsBehavior ModuleTag_02 Mass = 2 KillWhenRestingOnGround = Yes End Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 5000 ; min lifetime in msec MaxLifetime = 10000 ; max lifetime in msec End Behavior = SlowDeathBehavior ModuleTag_04 SinkDelay = 100 SinkDelayVariance = 100 SinkRate = 1 ; in Dist/Sec DestructionDelay = 100 DestructionDelayVariance = 100 End Geometry = SPHERE GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object ReedGreen ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTReed01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTReed01 End End ; *** DESIGN parameters *** DisplayName = OBJECT:DogwoodTree EditorSorting = SHRUBBERY ; *** ENGINEERING parameters *** KindOf = SHRUBBERY IMMOBILE IGNORED_IN_GUI ClientUpdate = SwayClientUpdate ModuleTag_02 ;nothing End Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleTree BounceFX = FX_TreeBounce StumpName = TreeSpruceStump End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ Object ReedGreen2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTReed02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTReed02 End End ; *** DESIGN parameters *** DisplayName = OBJECT:DogwoodTree EditorSorting = SHRUBBERY ; *** ENGINEERING parameters *** KindOf = SHRUBBERY IMMOBILE IGNORED_IN_GUI ClientUpdate = SwayClientUpdate ModuleTag_02 ;nothing End Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleTree BounceFX = FX_TreeBounce StumpName = TreeSpruceStump End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeCypress01 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTCypress01 End ConditionState = AFLAME ;Currently on fire Model = PTCypress01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTCypress01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTCypress01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTCypress01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeCypress02 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTCypress02 End ConditionState = AFLAME ;Currently on fire Model = PTCypress02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTCypress01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTCypress01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTCypress01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ Object TreeFir01B ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTFir01 End ConditionState = AFLAME ;Currently on fire Model = PTFir01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTFir01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTFir01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTFir01_B End End ; *** DESIGN parameters *** DisplayName = OBJECT:DogwoodTree EditorSorting = SHRUBBERY ArmorSet Conditions = None Armor = TreeArmor End ; *** ENGINEERING parameters *** KindOf = SHRUBBERY IMMOBILE IGNORED_IN_GUI Body = HighlanderBody ModuleTag_10 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = FireWeaponCollide ModuleTag_03 CollideWeapon = TreeFireDealDamageWeapon RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 2 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 BurningSoundName = GenericFireMediumLoop End Behavior = FireSpreadUpdate ModuleTag_06 OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 ;nothing End Behavior = ToppleUpdate ModuleTag_08 ToppleFX = FX_ToppleTree BounceFX = FX_TreeBounce StumpName = TreeSpruceStump End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryHeight = 15 Shadow = SHADOW_DECAL End ;------------------------------------------------------------------------------ Object TreeCherryBlossom01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBlossom01 End ConditionState = AFLAME ;Currently on fire Model = PTBlossom01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBlossom01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBlossom01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBlossom01_B End End ; *** DESIGN parameters *** DisplayName = OBJECT:DogwoodTree EditorSorting = SHRUBBERY ArmorSet Conditions = None Armor = TreeArmor End ; *** ENGINEERING parameters *** KindOf = SHRUBBERY IMMOBILE IGNORED_IN_GUI Body = HighlanderBody ModuleTag_10 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = FireWeaponCollide ModuleTag_03 CollideWeapon = TreeFireDealDamageWeapon RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 2 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 BurningSoundName = GenericFireMediumLoop End Behavior = FireSpreadUpdate ModuleTag_06 OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 ;nothing End Behavior = ToppleUpdate ModuleTag_08 ToppleFX = FX_ToppleTree BounceFX = FX_TreeBounce StumpName = TreeSpruceStump End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryHeight = 15 Shadow = SHADOW_DECAL End ;------------------------------------------------------------------------------ Object TreeCherryBlossom02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBlossom02 End ConditionState = AFLAME ;Currently on fire Model = PTBlossom02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBlossom01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBlossom01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBlossom01_B End End ; *** DESIGN parameters *** DisplayName = OBJECT:DogwoodTree EditorSorting = SHRUBBERY ArmorSet Conditions = None Armor = TreeArmor End ; *** ENGINEERING parameters *** KindOf = SHRUBBERY IMMOBILE IGNORED_IN_GUI Body = HighlanderBody ModuleTag_10 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = FireWeaponCollide ModuleTag_03 CollideWeapon = TreeFireDealDamageWeapon RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 2 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 BurningSoundName = GenericFireMediumLoop End Behavior = FireSpreadUpdate ModuleTag_06 OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 ;nothing End Behavior = ToppleUpdate ModuleTag_08 ToppleFX = FX_ToppleTree BounceFX = FX_TreeBounce StumpName = TreeSpruceStump End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryHeight = 15 Shadow = SHADOW_DECAL End ;------------------------------------------------------------------------------ ObjectReskin TreeDogwood2 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTDogwod02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod02 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeDogwood3 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTDogwod03 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod03 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod03_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod03_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod03_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeDogwood4 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTDogwod04 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod04 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeDogwood5 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTDogwod05 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod05 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod03_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod03_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod03_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeDogwood6 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTDogwod06 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod06 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeDogwood7 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTDogwod07 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod07 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod03_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod03_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod03_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeDogwood8 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTDogwod08 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod08 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeOak1 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTOak01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreeOakFall1 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTOakFall1 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreeOakFall2 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTOakFall2 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreeOakFall3 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTOakFall3 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreeOakFall4 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTOakFall4 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreeOakFall5 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTOakFall5 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreeOakFall6 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTOakFall6 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreeOakFall7 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTOakFall7 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreeOakFall8 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTOakFall8 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreeOrangeTree01 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTOrangeTr01 End ConditionState = AFLAME ;Currently on fire Model = PTOrangeTr01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTOrangeTr01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTOrangeTr01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTOrangeTr01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 4.0 ; GeometryHeight = 15 ; Shadow = SHADOW_DECAL End ;------------------------------------------------------------------------------ ObjectReskin TreeFir01snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXFir01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXFir01 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXFir01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXFir01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model =PTXFir01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePalm1 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPalm01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPalm01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPalm01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPalm01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPalm01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePalm2 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPalm02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPalm02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPalm01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPalm01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPalm01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePalm2short GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPalm03 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPalm03 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPalm03_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPalm03_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPalm03_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePalm1short GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPalm04 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPalm04 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPalm03_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPalm03_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPalm03_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ; @todo srj -- should this use SNOW conditions rather than being a separate object? ObjectReskin TreeSpruceSnow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTSpruce01_s End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTSpruce01_s ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTSpruce01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTSpruce01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTSpruce01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeSpruce GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTSpruce01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTSpruce01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTSpruce01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTSpruce01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTSpruce01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeSpruce2 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTSpruce01_hi End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTSpruce01_hi ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTSpruce01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTSpruce01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTSpruce01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ Object TreeSpruceStump ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTStumpSpr End ConditionState = BURNED; all burned and black and no effects Model = PTStumpburn End End ; *** DESIGN parameters *** DisplayName = OBJECT:TreeStump EditorSorting = SHRUBBERY ; *** ENGINEERING parameters *** KindOf = NO_COLLIDE SHRUBBERY IMMOBILE IGNORED_IN_GUI Body = HighlanderBody ModuleTag_05 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 17000 End Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 0 ; min lifetime in msec MaxLifetime = 0 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object TreeBurnedStump ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTStumpburn End End ; *** DESIGN parameters *** DisplayName = OBJECT:TreeStump EditorSorting = SHRUBBERY ; *** ENGINEERING parameters *** KindOf = NO_COLLIDE SHRUBBERY IMMOBILE IGNORED_IN_GUI Body = HighlanderBody ModuleTag_05 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 17000 End Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 0 ; min lifetime in msec MaxLifetime = 0 ; max lifetime in msec End End ;------------------------------------------------------------------------------ ; @todo srj -- should this use SNOW conditions rather than being a separate object? ObjectReskin TreePineSnow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPine01_s End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPine01_s ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPine01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPine01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPine01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePine GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPine01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPine01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPine01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPine01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPine01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePine2 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPine01_hi End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPine01_hi ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPine01_hi_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPine01_hi_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPine01_hi_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePine3 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPine02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPine02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPine01_hi_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPine01_hi_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPine01_hi_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePine3snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPine02_s End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPine02_s ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPine01_hi_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPine01_hi_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPine01_hi_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePine4 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPine03 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPine03 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPine01_hi_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPine01_hi_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPine01_hi_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePine4snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPine03_s End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPine03_s ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPine03_s_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPine03_s_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPine03_s_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePine4snow2 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPine03_s2 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPine03_s2 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPine03_s_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPine03_s_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPine03_s_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePine5 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPine04 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPine04 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPine01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPine01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPine01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePine5snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPine04_s End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPine04_s ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPine01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPine01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPine01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePine5snow2 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPine04_s2 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPine04_s2 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPine01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPine01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPine01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ Object TreePineStump ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTStumpPine End ConditionState = BURNED; all burned and black and no effects Model = PTStumpBurn End End ; *** DESIGN parameters *** DisplayName = OBJECT:TreeStump EditorSorting = SHRUBBERY KindOf = NO_COLLIDE SHRUBBERY IMMOBILE IGNORED_IN_GUI Body = HighlanderBody ModuleTag_05 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 17000 End Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 0 ; min lifetime in msec MaxLifetime = 0 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object TreeOakStump ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTStumpOak End ConditionState = BURNED; all burned and black and no effects Model = PTStumpBurn End End ; *** DESIGN parameters *** DisplayName = OBJECT:TreeStump EditorSorting = SHRUBBERY KindOf = NO_COLLIDE SHRUBBERY IMMOBILE IGNORED_IN_GUI Body = HighlanderBody ModuleTag_05 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 17000 End Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 0 ; min lifetime in msec MaxLifetime = 0 ; max lifetime in msec End End ;------------------------------------------------------------------------------ ObjectReskin TreeMaple1 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTMaple01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreeMaple2 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTMaple02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTDogwod01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTDogwod01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTDogwod01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTDogwod01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ Object TreeMapleStump ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTStumpMpl End ConditionState = BURNED; all burned and black and no effects Model = PTStumpBurn End End ; *** DESIGN parameters *** DisplayName = OBJECT:TreeStump EditorSorting = SHRUBBERY KindOf = NO_COLLIDE SHRUBBERY IMMOBILE IGNORED_IN_GUI Body = HighlanderBody ModuleTag_05 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 17000 End Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 0 ; min lifetime in msec MaxLifetime = 0 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object Rocks1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks01 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks02 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks3 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks03 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks4 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks04 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks5 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks05 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks6 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks06 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks7 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks07 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks8 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks08 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks9 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks09 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks10 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks10 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks1Brown ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks01b End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks2Brown ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks02b End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Rocks3Brown ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRocks03b End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Hedge1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMHedge01 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Hedge EditorSorting = MISC_NATURAL KindOf = IMMOBILE FenceWidth = 17.0 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 8.5 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_02 ToppleFX = FX_ToppleTree BounceFX = FX_TreeBounce ToppleLeftOrRightOnly = Yes BounceVelocityPercent = 20% ; hedges don't really bounce (much) (default: 30%) End Behavior = SlowDeathBehavior ModuleTag_03 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object Boulders ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBoulders End End ; *** DESIGN parameters *** DisplayName = OBJECT:Boulders EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ObjectReskin Bush02 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush02 End ConditionState = AFLAME ;Currently on fire Model = PTBush02 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush03 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush03 End ConditionState = AFLAME ;Currently on fire Model = PTBush03 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush04 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush04 End ConditionState = AFLAME ;Currently on fire Model = PTBush04 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush05 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush05 End ConditionState = AFLAME ;Currently on fire Model = PTBush05 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush06 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush06 End ConditionState = AFLAME ;Currently on fire Model = PTBush06 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush07 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush07 End ConditionState = AFLAME ;Currently on fire Model = PTBush07 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush08 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush08 End ConditionState = AFLAME ;Currently on fire Model = PTBush08 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush09 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush09 End ConditionState = AFLAME ;Currently on fire Model = PTBush09 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush10 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush10 End ConditionState = AFLAME ;Currently on fire Model = PTBush10 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush11 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush11 End ConditionState = AFLAME ;Currently on fire Model = PTBush11 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush12Snow Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush12 End ConditionState = AFLAME ;Currently on fire Model = PTBush12 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush13Snow Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush13 End ConditionState = AFLAME ;Currently on fire Model = PTBush13 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush13_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush13_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush13_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush14Snow Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush14 End ConditionState = AFLAME ;Currently on fire Model = PTBush14 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush15 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush15 End ConditionState = AFLAME ;Currently on fire Model = PTBush15 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin Bush16 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTBush16 End ConditionState = AFLAME ;Currently on fire Model = PTBush16 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTBush13_B ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTBush13_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTBush13_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ Object DirtMound ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CTMound01 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Dirt EditorSorting = MISC_NATURAL Shadow = SHADOW_DECAL KindOf = IMMOBILE End ;------------------------------------------------------------------------------ Object RubbleMound ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CTMound02 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rubble EditorSorting = MISC_NATURAL KindOf = IMMOBILE Shadow = SHADOW_DECAL End ;------------------------------------------------------------------------------ ObjectReskin TreeSpruce03 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXPine03 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXPine03 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXPine03_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXPine03_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXPine03_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeSpruce03Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXPine06 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXPine06 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXPine03_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXPine03_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXPine03_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeSpruce04 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXPine04 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXPine04 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXPine04_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXPine04_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXPine04_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeSpruce04Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXPine07 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXPine07 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXPine04_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXPine04_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXPine04_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeSpruce05 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXPine05 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXPine05 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXPine04_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXPine04_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXPine04_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeSpruce05Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXPine08 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXPine08 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXPine04_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXPine04_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXPine04_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeFir01 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXFIR01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXFir01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXFir01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXFir01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXFir01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeFir02 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXFIR02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXFir02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXFir04_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXFir04_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXFir04_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeFir03 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXFIR03 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXFir03 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXFir01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXFir01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXFir01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeFir04 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXFIR04 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXFir04 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXFir04_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXFir04_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXFir04_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeFir05 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXFIR05 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXFir05 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXFir04_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXFir04_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXFir04_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeFir06Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXFIR06 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXFir06 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXFir07_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXFir07_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXFir07_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeFir07Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXFIR07 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXFir07 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXFir07_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXFir07_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXFir07_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeFir08Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXFIR08 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXFir08 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXFir01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXFir01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXFir01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeFir09Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXFIR09 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXFIR09 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXFir07_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXFir07_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXFir07_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeFir10Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXFIR10 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXFir04_B ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXFir04_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXFir04_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXFir04_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBirch01 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBirch01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBirch01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBirch06_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBirch06_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBirch06_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBirch02 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBirch02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBirch02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBirch06_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBirch06_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBirch06_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBirch03 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBirch03 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBirch03 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBirch04_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBirch04_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBirch04_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBirch04 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBirch04 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBirch04 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBirch04_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBirch04_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBirch04_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBirch05 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBirch05 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBirch05 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBirch04_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBirch04_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBirch04_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBirch06 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBirch06 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBirch06 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBirch06_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBirch06_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBirch06_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBirch07 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBirch07 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBirch07 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBirch06_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBirch06_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBirch06_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeOak01 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXOAK01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXOAK01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXOAK02_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXOAK02_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXOAK02_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeOak05 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXOAK05 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXOAK05 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXOAK02_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXOAK02_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXOAK02_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeOak01Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXOAK03 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXOAK03 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXOAK02_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXOAK02_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXOAK02_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeOak02 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXOAK02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXOAK02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXOAK02_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXOAK02_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXOAK02_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeOak06 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXOAK06 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXOAK06 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXOAK02_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXOAK02_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXOAK02_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeOak02Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXOAK04 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXOAK04 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXOAK02_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXOAK02_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXOAK02_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBonsai01 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBON01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBON01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBON01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBON01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBON01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBonsai01Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBON03 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBON03 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBON01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBON01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBON01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBonsai02 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBON02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBON02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBON01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBON01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBON01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBonsai02Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBON04 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBON04 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBON01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBON01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBON01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreePalm03 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPalm01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPalm01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPalm01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPalm01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPalm01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin TreePalm04 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTPalm02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTPalm01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTPalm01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTPalm01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTPalm01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 End ;------------------------------------------------------------------------------ ObjectReskin ArborVitae01 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTCypress01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTCypress01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTCypress01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTCypress01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTCypress01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin ArborVitae02 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTCypress02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTCypress02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTCypress01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTCypress01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTCypress01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeWillow01 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXWILOW01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXWILOW01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXWILOW01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXWILOW01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXWILOW01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeWillow02 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXWILOW02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXWILOW02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXWILOW01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXWILOW01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXWILOW01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeWillow03 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXWILOW03 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXWILOW03 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXWILOW01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXWILOW01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXWILOW01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeMaple03 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXMaple01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXMaple01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXMaple01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXMaple01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXMaple01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeMaple05 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXMaple05 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXMaple05 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXMaple01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXMaple01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXMaple01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeMaple03Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXMaple03 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXMaple03 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXMaple01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXMaple01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXMaple01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeMaple04 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXMaple02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXMaple02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXMaple01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXMaple01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXMaple01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeMaple06 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXMaple06 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXMaple06 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXMaple01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXMaple01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXMaple01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeMaple04Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXMaple04 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXMaple04 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXMaple01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXMaple01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXMaple01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBamboo01 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBAMB01 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBAMB01 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBAMB01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBAMB01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBAMB01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBamboo02 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBAMB02 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBAMB02 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBAMB01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBAMB01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBAMB01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBamboo01Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBAMB03 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBAMB03 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model =PTXBAMB01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBAMB01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBAMB01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBamboo02Snow GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBAMB04 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBAMB04 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBAMB01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBAMB01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBAMB01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ;Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin TreeBamboo03 GenericTree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PTXBAMB05 End ; ConditionState placeholders ConditionState = AFLAME ;Currently on fire Model = PTXBAMB05 ParticleSysBone = AFlame01 FireTreeSmall ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PTXBAMB01_B ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PTXBAMB01_B ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PTXBAMB01_B End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3.0 GeometryHeight = 15 ;Shadow = SHADOW_DECAL ;InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub01 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDsrtPple End ConditionState = AFLAME ;Currently on fire Model = PMDsrtPple ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMDsrtPple_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMDsrtPple_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMDsrtPple_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub02 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDsrtVlt End ConditionState = AFLAME ;Currently on fire Model = PMDsrtVlt ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMDsrtVlt_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMDsrtVlt_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMDsrtVlt_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub03 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDsrtSlvr End ConditionState = AFLAME ;Currently on fire Model = PMDsrtSlvr ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMDsrtSlvr_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMDsrtSlvr_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMDsrtSlvr_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub04 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDsrtBrGr2 End ConditionState = AFLAME ;Currently on fire Model = PMDsrtBrGr2 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMDsrtBrGr2_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMDsrtBrGr2_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMDsrtBrGr2_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub05 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTmbWeed01 End ConditionState = AFLAME ;Currently on fire Model = PMTmbWeed01 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMTmbWeed01_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMTmbWeed01_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMTmbWeed01_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub06 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTmbWeed02 End ConditionState = AFLAME ;Currently on fire Model = PMTmbWeed02 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMTmbWeed02_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMTmbWeed02_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMTmbWeed02_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub07 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTmbWeed03 End ConditionState = AFLAME ;Currently on fire Model = PMTmbWeed03 ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMTmbWeed03_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMTmbWeed03_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMTmbWeed03_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub08 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMYaka End ConditionState = AFLAME ;Currently on fire Model = PMYaka ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMYaka_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMYaka_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMYaka_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub09 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMJoshua End ConditionState = AFLAME ;Currently on fire Model = PMJoshua ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMJoshua_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMJoshua_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMJoshua_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub10 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCactus End ConditionState = AFLAME ;Currently on fire Model = PMCactus ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMCactus_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMCactus_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMCactus_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub11 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMYakaSnw End ConditionState = AFLAME ;Currently on fire Model = PMYakaSnw ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMYakaSnw_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMYakaSnw_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMYakaSnw_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub12 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPrklyPr End ConditionState = AFLAME ;Currently on fire Model = PMPrklyPr ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMPrklyPr_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMPrklyPr_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMPrklyPr_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ ObjectReskin DesertShrub13 Bush01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPrklyPrs End ConditionState = AFLAME ;Currently on fire Model = PMPrklyPrs ParticleSysBone = AFlame01 FireTreeSmaller ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = AFLAME SMOLDERING ;at the end of on fire, still has flames, but skeleton is burned Model = PMPrklyPrs_D ParticleSysBone = AFlame01 SmoulderTree1 ParticleSysBone = AFlame01 FireTreeSparks End ConditionState = SMOLDERING; will never catch fire again. burned out Model = PMPrklyPrs_D ParticleSysBone = AFlame01 SmoulderTree2 ParticleSysBone = AFlame01 SmoulderTree3 End ConditionState = BURNED; all burned and black and no effects Model = PMPrklyPrs_D End End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ Object VinesGreen ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMvines01 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Bush EditorSorting = SHRUBBERY ; *** ENGINEERING parameters *** KindOf = SHRUBBERY IMMOBILE Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ Object VinesBrown ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMvines02 End End ; *** DESIGN parameters *** DisplayName = OBJECT:Bush EditorSorting = SHRUBBERY ; *** ENGINEERING parameters *** KindOf = SHRUBBERY IMMOBILE Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 3 GeometryHeight = 5 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 End ;------------------------------------------------------------------------------ Object RockClusterSmall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = pmcluster End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object RockClusterSmallSnow01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = pmsscluster End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object RockClusterMedium01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMmcluster End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object RockClusterMediumSnow01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMmscluster End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object RockClusterLarge01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMlclusters End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object RockClusterLargeSnow01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMlsclusters End End ; *** DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = MISC_NATURAL KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------