Colonization Code
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<?xml version="1.0"?> <!--Exported by CopperCube--> <irr_scene> <attributes> <colorf name="AmbientLight" value="0.0, 0.0, 0.0, 0.0" /> <color name="BackgroundColor" value="80414141" /> </attributes> <node type="mesh"> <attributes> <string name="Name" value="cubeMesh1" /> <int name="Id" value="782706467" /> <vector3d name="Position" value="0.0, 9.936443, 0.0" /> <vector3d name="Rotation" value="0.0, 0.0, 0.0" /> <vector3d name="Scale" value="1.0, 1.0, 1.0" /> <bool name="Visible" value="true" /> <enum name="AutomaticCulling" value="box" /> <int name="DebugDataVisible" value="0" /> <bool name="IsDebugObject" value="false" /> <string name="Mesh" value="levels/test2.irr.meshes/1.irrmesh" /> <bool name="ReadOnlyMaterials" value="false" /> </attributes> <materials> <attributes> <enum name="Type" value="solid" /> <color name="Ambient" value="ffffffff" /> <color name="Diffuse" value="ffffffff" /> <color name="Emissive" value="00000000" /> <color name="Specular" value="ffffffff" /> <float name="Shininess" value="0.000000" /> <float name="Param1" value="0.000000" /> <float name="Param2" value="0.000000" /> <texture name="Texture1" value="textures/t351sml.jpg" /> <texture name="Texture2" value="" /> <texture name="Texture3" value="" /> <texture name="Texture4" value="" /> <bool name="Wireframe" value="false" /> <bool name="GouraudShading" value="true" /> <bool name="Lighting" value="false" /> <bool name="ZWriteEnable" value="true" /> <int name="ZBuffer" value="1" /> <bool name="BackfaceCulling" value="true" /> <bool name="FrontfaceCulling" value="false" /> <bool name="FogEnable" value="false" /> <bool name="NormalizeNormals" value="false" /> <bool name="BilinearFilter1" value="true" /> <bool name="BilinearFilter2" value="true" /> <bool name="BilinearFilter3" value="true" /> <bool name="BilinearFilter4" value="true" /> <bool name="TrilinearFilter1" value="false" /> <bool name="TrilinearFilter2" value="false" /> <bool name="TrilinearFilter3" value="false" /> <bool name="TrilinearFilter4" value="false" /> <bool name="AnisotropicFilter1" value="false" /> <bool name="AnisotropicFilter2" value="false" /> <bool name="AnisotropicFilter3" value="false" /> <bool name="AnisotropicFilter4" value="false" /> <enum name="TextureWrap1" value="texture_clamp_repeat" /> <enum name="TextureWrap2" value="texture_clamp_repeat" /> <enum name="TextureWrap3" value="texture_clamp_repeat" /> <enum name="TextureWrap4" value="texture_clamp_repeat" /> </attributes> </materials> </node> <node type="skyBox"> <attributes> <string name="Name" value="startup skybox" /> <vector3d name="Position" value="0.0, 0.0, 0.0" /> <vector3d name="Rotation" value="0.0, 0.0, 0.0" /> <vector3d name="Scale" value="1.0, 1.0, 1.0" /> <bool name="Visible" value="true" /> </attributes> <materials> <attributes> <enum name="Type" value="solid" /> <color name="Ambient" value="ffffffff" /> <color name="Diffuse" value="ffffffff" /> <color name="Emissive" value="00000000" /> <color name="Specular" value="ffffffff" /> <float name="Shininess" value="0.000000" /> <float name="Param1" value="0.000000" /> <float name="Param2" value="0.000000" /> <texture name="Texture1" value="textures/irrlicht2_bk.jpg" /> <texture name="Texture2" value="" /> <texture name="Texture3" value="" /> <texture name="Texture4" value="" /> <bool name="Wireframe" value="false" /> <bool name="GouraudShading" value="true" /> <bool name="Lighting" value="false" /> <bool name="ZWriteEnable" value="false" /> <int name="ZBuffer" value="0" /> <bool name="BackfaceCulling" value="true" /> <bool name="FrontfaceCulling" value="false" /> <bool name="FogEnable" value="false" /> <bool name="NormalizeNormals" value="false" /> <bool name="BilinearFilter1" value="true" /> <bool name="BilinearFilter2" value="true" /> <bool name="BilinearFilter3" value="true" /> <bool name="BilinearFilter4" value="true" /> <bool name="TrilinearFilter1" value="false" /> <bool name="TrilinearFilter2" value="false" /> <bool name="TrilinearFilter3" value="false" /> <bool name="TrilinearFilter4" value="false" /> <bool name="AnisotropicFilter1" value="false" /> <bool name="AnisotropicFilter2" value="false" /> <bool name="AnisotropicFilter3" value="false" /> <bool name="AnisotropicFilter4" value="false" /> <enum name="TextureWrap1" value="texture_clamp_clamp_to_edge" /> <enum name="TextureWrap2" value="texture_clamp_repeat" /> <enum name="TextureWrap3" value="texture_clamp_repeat" /> <enum name="TextureWrap4" value="texture_clamp_repeat" /> </attributes> <attributes> <enum name="Type" value="solid" /> <color name="Ambient" value="ffffffff" /> <color name="Diffuse" value="ffffffff" /> <color name="Emissive" value="00000000" /> <color name="Specular" value="ffffffff" /> <float name="Shininess" value="0.000000" /> <float name="Param1" value="0.000000" /> <float name="Param2" value="0.000000" /> <texture name="Texture1" value="textures/irrlicht2_rt.jpg" /> <texture name="Texture2" value="" /> <texture name="Texture3" value="" /> <texture name="Texture4" value="" /> <bool name="Wireframe" value="false" /> <bool name="GouraudShading" value="true" /> <bool name="Lighting" value="false" /> <bool name="ZWriteEnable" value="false" /> <int name="ZBuffer" value="0" /> <bool name="BackfaceCulling" value="true" /> <bool name="FrontfaceCulling" value="false" /> <bool name="FogEnable" value="false" /> <bool name="NormalizeNormals" value="false" /> <bool name="BilinearFilter1" value="true" /> <bool name="BilinearFilter2" value="true" /> <bool name="BilinearFilter3" value="true" /> <bool name="BilinearFilter4" value="true" /> <bool name="TrilinearFilter1" value="false" /> <bool name="TrilinearFilter2" value="false" /> <bool name="TrilinearFilter3" value="false" /> <bool name="TrilinearFilter4" value="false" /> <bool name="AnisotropicFilter1" value="false" /> <bool name="AnisotropicFilter2" value="false" /> <bool name="AnisotropicFilter3" value="false" /> <bool name="AnisotropicFilter4" value="false" /> <enum name="TextureWrap1" value="texture_clamp_clamp_to_edge" /> <enum name="TextureWrap2" value="texture_clamp_repeat" /> <enum name="TextureWrap3" value="texture_clamp_repeat" /> <enum name="TextureWrap4" value="texture_clamp_repeat" /> </attributes> <attributes> <enum name="Type" value="solid" /> <color name="Ambient" value="ffffffff" /> <color name="Diffuse" value="ffffffff" /> <color name="Emissive" value="00000000" /> <color name="Specular" value="ffffffff" /> <float name="Shininess" value="0.000000" /> <float name="Param1" value="0.000000" /> <float name="Param2" value="0.000000" /> <texture name="Texture1" value="textures/irrlicht2_ft.jpg" /> <texture name="Texture2" value="" /> <texture name="Texture3" value="" /> <texture name="Texture4" value="" /> <bool name="Wireframe" value="false" /> <bool name="GouraudShading" value="true" /> <bool name="Lighting" value="false" /> <bool name="ZWriteEnable" value="false" /> <int name="ZBuffer" value="0" /> <bool name="BackfaceCulling" value="true" /> <bool name="FrontfaceCulling" value="false" /> <bool name="FogEnable" value="false" /> <bool name="NormalizeNormals" value="false" /> <bool name="BilinearFilter1" value="true" /> <bool name="BilinearFilter2" value="true" /> <bool name="BilinearFilter3" value="true" /> <bool name="BilinearFilter4" value="true" /> <bool name="TrilinearFilter1" value="false" /> <bool name="TrilinearFilter2" value="false" /> <bool name="TrilinearFilter3" value="false" /> <bool name="TrilinearFilter4" value="false" /> <bool name="AnisotropicFilter1" value="false" /> <bool name="AnisotropicFilter2" value="false" /> <bool name="AnisotropicFilter3" value="false" /> <bool name="AnisotropicFilter4" value="false" /> <enum name="TextureWrap1" value="texture_clamp_clamp_to_edge" /> <enum name="TextureWrap2" value="texture_clamp_repeat" /> <enum name="TextureWrap3" value="texture_clamp_repeat" /> <enum name="TextureWrap4" value="texture_clamp_repeat" /> </attributes> <attributes> <enum name="Type" value="solid" /> <color name="Ambient" value="ffffffff" /> <color name="Diffuse" value="ffffffff" /> <color name="Emissive" value="00000000" /> <color name="Specular" value="ffffffff" /> <float name="Shininess" value="0.000000" /> <float name="Param1" value="0.000000" /> <float name="Param2" value="0.000000" /> <texture name="Texture1" value="textures/irrlicht2_lf.jpg" /> <texture name="Texture2" value="" /> <texture name="Texture3" value="" /> <texture name="Texture4" value="" /> <bool name="Wireframe" value="false" /> <bool name="GouraudShading" value="true" /> <bool name="Lighting" value="false" /> <bool name="ZWriteEnable" value="false" /> <int name="ZBuffer" value="0" /> <bool name="BackfaceCulling" value="true" /> <bool name="FrontfaceCulling" value="false" /> <bool name="FogEnable" value="false" /> <bool name="NormalizeNormals" value="false" /> <bool name="BilinearFilter1" value="true" /> <bool name="BilinearFilter2" value="true" /> <bool name="BilinearFilter3" value="true" /> <bool name="BilinearFilter4" value="true" /> <bool name="TrilinearFilter1" value="false" /> <bool name="TrilinearFilter2" value="false" /> <bool name="TrilinearFilter3" value="false" /> <bool name="TrilinearFilter4" value="false" /> <bool name="AnisotropicFilter1" value="false" /> <bool name="AnisotropicFilter2" value="false" /> <bool name="AnisotropicFilter3" value="false" /> <bool name="AnisotropicFilter4" value="false" /> <enum name="TextureWrap1" value="texture_clamp_clamp_to_edge" /> <enum name="TextureWrap2" value="texture_clamp_repeat" /> <enum name="TextureWrap3" value="texture_clamp_repeat" /> <enum name="TextureWrap4" value="texture_clamp_repeat" /> </attributes> <attributes> <enum name="Type" value="solid" /> <color name="Ambient" value="ffffffff" /> <color name="Diffuse" value="ffffffff" /> <color name="Emissive" value="00000000" /> <color name="Specular" value="ffffffff" /> <float name="Shininess" value="0.000000" /> <float name="Param1" value="0.000000" /> <float name="Param2" value="0.000000" /> <texture name="Texture1" value="textures/irrlicht2_up.jpg" /> <texture name="Texture2" value="" /> <texture name="Texture3" value="" /> <texture name="Texture4" value="" /> <bool name="Wireframe" value="false" /> <bool name="GouraudShading" value="true" /> <bool name="Lighting" value="false" /> <bool name="ZWriteEnable" value="false" /> <int name="ZBuffer" value="0" /> <bool name="BackfaceCulling" value="true" /> <bool name="FrontfaceCulling" value="false" /> <bool name="FogEnable" value="false" /> <bool name="NormalizeNormals" value="false" /> <bool name="BilinearFilter1" value="true" /> <bool name="BilinearFilter2" value="true" /> <bool name="BilinearFilter3" value="true" /> <bool name="BilinearFilter4" value="true" /> <bool name="TrilinearFilter1" value="false" /> <bool name="TrilinearFilter2" value="false" /> <bool name="TrilinearFilter3" value="false" /> <bool name="TrilinearFilter4" value="false" /> <bool name="AnisotropicFilter1" value="false" /> <bool name="AnisotropicFilter2" value="false" /> <bool name="AnisotropicFilter3" value="false" /> <bool name="AnisotropicFilter4" value="false" /> <enum name="TextureWrap1" value="texture_clamp_clamp_to_edge" /> <enum name="TextureWrap2" value="texture_clamp_repeat" /> <enum name="TextureWrap3" value="texture_clamp_repeat" /> <enum name="TextureWrap4" value="texture_clamp_repeat" /> </attributes> <attributes> <enum name="Type" value="solid" /> <color name="Ambient" value="ffffffff" /> <color name="Diffuse" value="ffffffff" /> <color name="Emissive" value="00000000" /> <color name="Specular" value="ffffffff" /> <float name="Shininess" value="0.000000" /> <float name="Param1" value="0.000000" /> <float name="Param2" value="0.000000" /> <texture name="Texture1" value="textures/irrlicht2_dn.jpg" /> <texture name="Texture2" value="" /> <texture name="Texture3" value="" /> <texture name="Texture4" value="" /> <bool name="Wireframe" value="false" /> <bool name="GouraudShading" value="true" /> <bool name="Lighting" value="false" /> <bool name="ZWriteEnable" value="false" /> <int name="ZBuffer" value="0" /> <bool name="BackfaceCulling" value="true" /> <bool name="FrontfaceCulling" value="false" /> <bool name="FogEnable" value="false" /> <bool name="NormalizeNormals" value="false" /> <bool name="BilinearFilter1" value="true" /> <bool name="BilinearFilter2" value="true" /> <bool name="BilinearFilter3" value="true" /> <bool name="BilinearFilter4" value="true" /> <bool name="TrilinearFilter1" value="false" /> <bool name="TrilinearFilter2" value="false" /> <bool name="TrilinearFilter3" value="false" /> <bool name="TrilinearFilter4" value="false" /> <bool name="AnisotropicFilter1" value="false" /> <bool name="AnisotropicFilter2" value="false" /> <bool name="AnisotropicFilter3" value="false" /> <bool name="AnisotropicFilter4" value="false" /> <enum name="TextureWrap1" value="texture_clamp_clamp_to_edge" /> <enum name="TextureWrap2" value="texture_clamp_repeat" /> <enum name="TextureWrap3" value="texture_clamp_repeat" /> <enum name="TextureWrap4" value="texture_clamp_repeat" /> </attributes> </materials> </node> <node type="mesh"> <attributes> <string name="Name" value="planeMesh1" /> <int name="Id" value="920552287" /> <vector3d name="Position" value="11.333326, 5.666663, -11.333324" /> <vector3d name="Rotation" value="0.0, 0.0, 0.0" /> <vector3d name="Scale" value="1.0, 1.0, 1.0" /> <bool name="Visible" value="true" /> <enum name="AutomaticCulling" value="box" /> <int name="DebugDataVisible" value="0" /> <bool name="IsDebugObject" value="false" /> <string name="Mesh" value="levels/test2.irr.meshes/2.irrmesh" /> <bool name="ReadOnlyMaterials" value="false" /> </attributes> <materials> <attributes> <enum name="Type" value="solid" /> <color name="Ambient" value="ffffffff" /> <color name="Diffuse" value="ffffffff" /> <color name="Emissive" value="00000000" /> <color name="Specular" value="ffffffff" /> <float name="Shininess" value="0.000000" /> <float name="Param1" value="0.000000" /> <float name="Param2" value="0.000000" /> <texture name="Texture1" value="textures/terrain-texture.jpg" /> <texture name="Texture2" value="" /> <texture name="Texture3" value="" /> <texture name="Texture4" value="" /> <bool name="Wireframe" value="false" /> <bool name="GouraudShading" value="true" /> <bool name="Lighting" value="false" /> <bool name="ZWriteEnable" value="true" /> <int name="ZBuffer" value="1" /> <bool name="BackfaceCulling" value="true" /> <bool name="FrontfaceCulling" value="false" /> <bool name="FogEnable" value="false" /> <bool name="NormalizeNormals" value="false" /> <bool name="BilinearFilter1" value="true" /> <bool name="BilinearFilter2" value="true" /> <bool name="BilinearFilter3" value="true" /> <bool name="BilinearFilter4" value="true" /> <bool name="TrilinearFilter1" value="false" /> <bool name="TrilinearFilter2" value="false" /> <bool name="TrilinearFilter3" value="false" /> <bool name="TrilinearFilter4" value="false" /> <bool name="AnisotropicFilter1" value="false" /> <bool name="AnisotropicFilter2" value="false" /> <bool name="AnisotropicFilter3" value="false" /> <bool name="AnisotropicFilter4" value="false" /> <enum name="TextureWrap1" value="texture_clamp_repeat" /> <enum name="TextureWrap2" value="texture_clamp_repeat" /> <enum name="TextureWrap3" value="texture_clamp_repeat" /> <enum name="TextureWrap4" value="texture_clamp_repeat" /> </attributes> </materials> </node> <node type="mesh"> <attributes> <string name="Name" value="coneMesh1" /> <int name="Id" value="1009298666" /> <vector3d name="Position" value="10.0319, 15.0, 17.302052" /> <vector3d name="Rotation" value="0.0, 0.0, 0.0" /> <vector3d name="Scale" value="1.0, 1.0, 1.0" /> <bool name="Visible" value="true" /> <enum name="AutomaticCulling" value="box" /> <int name="DebugDataVisible" value="0" /> <bool name="IsDebugObject" value="false" /> <string name="Mesh" value="levels/test2.irr.meshes/3.irrmesh" /> <bool name="ReadOnlyMaterials" value="false" /> </attributes> <materials> <attributes> <enum name="Type" value="solid" /> <color name="Ambient" value="ffffffff" /> <color name="Diffuse" value="ffffffff" /> <color name="Emissive" value="00000000" /> <color name="Specular" value="ffffffff" /> <float name="Shininess" value="0.000000" /> <float name="Param1" value="0.000000" /> <float name="Param2" value="0.000000" /> <texture name="Texture1" value="textures/t351sml.jpg" /> <texture name="Texture2" value="" /> <texture name="Texture3" value="" /> <texture name="Texture4" value="" /> <bool name="Wireframe" value="false" /> <bool name="GouraudShading" value="true" /> <bool name="Lighting" value="false" /> <bool name="ZWriteEnable" value="true" /> <int name="ZBuffer" value="1" /> <bool name="BackfaceCulling" value="true" /> <bool name="FrontfaceCulling" value="false" /> <bool name="FogEnable" value="false" /> <bool name="NormalizeNormals" value="false" /> <bool name="BilinearFilter1" value="true" /> <bool name="BilinearFilter2" value="true" /> <bool name="BilinearFilter3" value="true" /> <bool name="BilinearFilter4" value="true" /> <bool name="TrilinearFilter1" value="false" /> <bool name="TrilinearFilter2" value="false" /> <bool name="TrilinearFilter3" value="false" /> <bool name="TrilinearFilter4" value="false" /> <bool name="AnisotropicFilter1" value="false" /> <bool name="AnisotropicFilter2" value="false" /> <bool name="AnisotropicFilter3" value="false" /> <bool name="AnisotropicFilter4" value="false" /> <enum name="TextureWrap1" value="texture_clamp_repeat" /> <enum name="TextureWrap2" value="texture_clamp_repeat" /> <enum name="TextureWrap3" value="texture_clamp_repeat" /> <enum name="TextureWrap4" value="texture_clamp_repeat" /> </attributes> </materials> </node> </irr_scene>