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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" />
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				<bool name="BilinearFilter4" value="true" />
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				<bool name="TrilinearFilter3" value="false" />
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				<bool name="AnisotropicFilter3" value="false" />
				<bool name="AnisotropicFilter4" value="false" />
				<enum name="TextureWrap1" value="texture_clamp_clamp_to_edge" />
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				<enum name="TextureWrap3" value="texture_clamp_repeat" />
				<enum name="TextureWrap4" value="texture_clamp_repeat" />
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			<attributes>
				<enum name="Type" value="solid" />
				<color name="Ambient" value="ffffffff" />
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				<color name="Specular" value="ffffffff" />
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				<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" />
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				<bool name="Lighting" value="false" />
				<bool name="ZWriteEnable" value="false" />
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				<bool name="BackfaceCulling" value="true" />
				<bool name="FrontfaceCulling" value="false" />
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				<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" />
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				<color name="Specular" value="ffffffff" />
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				<texture name="Texture1" value="textures/irrlicht2_lf.jpg" />
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				<texture name="Texture3" value="" />
				<texture name="Texture4" value="" />
				<bool name="Wireframe" value="false" />
				<bool name="GouraudShading" value="true" />
				<bool name="Lighting" value="false" />
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				<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" />
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				<bool name="TrilinearFilter4" value="false" />
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				<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" />
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				<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" />
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				<int name="ZBuffer" value="0" />
				<bool name="BackfaceCulling" value="true" />
				<bool name="FrontfaceCulling" value="false" />
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				<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" />
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				<bool name="TrilinearFilter3" value="false" />
				<bool name="TrilinearFilter4" value="false" />
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				<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" />
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				<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>