// Relativistic Raytracer Version 2.0 // Scene input file // A red desert highway // Output format FileName "HWay" Frames 320, 200, 0.8333 Frames 640, 480, 1 Aberration 1 // Boolean Transform rays ? Doppler 1.0 // Proportion Red/Blueshift rays ? Intensity 1.0 // Proportion Solid angle light flux ? Sky 1, 1 // Boolean, Texture Index // Show infinite sphere ? HUD 1 // Boolean, Head-up-display ? Interpolation 1 // Boolean Smooth textures ? AntiAliasing 1, 1.0 // Boolean, Threshold // Resample jagged edges ? // HUD map camera: HUDView Location < 0, 50, 50 > Focus < 0, -1, 0 > Sky < -1, 0, 1 > Size 60, 50 Scale 10 // Input texture maps Textures 8, "textures\CloudSky.tga", "textures\Desert.tga", "textures\Road2.tga", "textures\Galv.tga", "textures\cSign.tga", "textures\Concrete.tga", "textures\Brick.tga", "textures\Glass.tga" // Number & files of textures // Light sources Lights 1 // Must be at least 1 Light 1 < 1000, 3000, -2000 >, 14000000 // Location, intensity // Projections & textures to place on objects Maps 7 Mapping 1 Type // Style Texture 2 // Image index Ambient 0.25 // Zero-illumination brightness < 0.125, 0, 0 > // Scale u < 0, 0, 0.0625 > // Scale v < 0, 0, 0 > // Offset Mapping 2 Type // Style Texture 3 // Image index Ambient 0.25 // Zero-illumination brightness < 0.167, 0, 0 > // Scale u < 0, 0, 1 > // Scale v < 3, 0, 0 > // Offset Mapping 3 Type // Style Texture 4 // Image index Ambient 0.25 // Zero-illumination brightness < 1, 1, 1 > // Scale < 0, 0, 0 > // Offset Mapping 4 Type // Style Texture 5 // Image index Ambient 0.25 // Zero-illumination brightness < -1, 0, 0 > // Scale u < 0, 1, 0 > // Scale v < 0.5, 0, 0 > // Offset Mapping 5 Type // Style Texture 6 // Image index Ambient 0.25 // Zero-illumination brightness < 0.25, 0.25, 0.25 > // Scale < 0, 0, 0 > // Offset Mapping 6 Type // Style Texture 7 // Image index Ambient 0.25 // Zero-illumination brightness < 0.25, 0.25, 0.25 > // Scale < 0, 0, 0 > // Offset Mapping 7 Type // Style Texture 8 // Image index Ambient 0.25 // Zero-illumination brightness < 0.25, 0.25, 0.25 > // Scale < 0, 0, 0 > // Offset // Objects in scene Solids 13 Solid 1 // Desert Type < 0, 1, 0, 0 > Map 1 Solid 2 // Road Type < 1, 0, 0, 0, 300, 0, 0, 0, 0, -9 > Map 2 Solid 3 // Pole Type < 3.95, 0 , 30 > < 4.05, 2.5, 30.1 > Map 3 Solid 4 // Back Type < 3.7, 2, 29.99 > < 4.3, 3, 30 > Map 3 Solid 5 // Front Type < 3.7, 2, 29.98 > < 4.3, 3, 29.99 > Map 4 Solid 6 // Slab Type < -18, 0, 40 > < -6, 0.1, 60 > Map 5 Solid 7 // Roof Type < -18, 3, 40 > < -4, 3.25, 60 > Map 5 Solid 8 // Post1 Type < -5, 0, 40.5 > < -4.5, 3.75, 41 > Map 6 Solid 9 // Post2 Type < -5, 0, 59 > < -4.5, 3.75, 59.5 > Map 6 Solid 10 // Building Type < -17, 0, 41 > < -7, 5, 48 > Map 6 Solid 11 // Building Type < -17, 0, 52 > < -7, 5, 59 > Map 6 Solid 12 // Building Type < -13, 1, 40.9 > < -6.9, 4, 45 > Map 7 Solid 13 // Building Type < -13, 1, 55 > < -6.9, 4, 59.1 > Map 7 // Camera definitions - overridden by a .rrc if supplied Cameras 1 Camera 1 Location < 1.000000, 1.000000, 30.814531 > Velocity < 0.000000, 0.000000, 0.760750 > Focus < 0.000000, 0.000000, 1.000000 > Sky < 0.000000, 1.000000, 0.000000 > Location < 3.8, 2.25, 29 > Focus < -0.3, 0, 1 > Velocity < 0, 0, 0 > Sky < 0, 1, 0 >