
================================================================================================
  
================================================================================================

------------------------------------------------------------------------------------------------
 :
------------------------------------------------------------------------------------------------
	Locations[n].id     ,   ,  
		Locations[n].id = "My town";

------------------------------------------------------------------------------------------------
:
------------------------------------------------------------------------------------------------

	Locations[n].type = " "
		Locations[n].type = "port";

	 :
		"port" 
		"town" 
		"jungle" 
		"seashore" 
		"cave" 
		"inca_temple"  
		"house" 
		"tavern" 
		"shop" 
		"residence" 
		"church" 
		"jail" 


------------------------------------------------------------------------------------------------
  :
------------------------------------------------------------------------------------------------
	Locations[n].filespath.models =     resource\models
		Locations[n].filespath.models = "locations\my_location";

	Locations[n].filespath.textures =     resource\textures
		Locations[n].filespath.models = "locations\my_textures";

------------------------------------------------------------------------------------------------
 :
------------------------------------------------------------------------------------------------
	Locations[n].models.always.(  ) ,   
		Locations[n].models.always.m0 = "my_model";
		Locations[n].models.always.m1 = "my_next_model";

	Locations[n].models.day.(   ) ,    
		Locations[n].models.day.m0 = "my_day_model";
		Locations[n].models.day.m1 = "my_next_day_model";

	Locations[n].models.night.(   ) ,    
		Locations[n].models.night.m0 = "my_night_model";
		Locations[n].models.night.m1 = "my_next_night_model";

	Locations[n].models.entry.(  ),      
		Locations[n].models.entry.m0 = "my_entry_model";
		Locations[n].models.entry.m1 = "my_next_entry_model";

	Locations[n].models.back = "      ";
		Locations[n].models.back = "window_back_";

:
	            .
		:
			Locations[n].models.back = "window_back_";
			     InsideBack  Program\Weather\Init\ "d"
			  : window_back_d.gm


------------------------------------------------------------------------------------------------
:
------------------------------------------------------------------------------------------------
	Locations[n].models.day.charactersPatch = "   ";
		Locations[n].models.day.charactersPatch = "day_patch";	//day_patch.ptc

	Locations[n].models.night.charactersPatch = "   ";
		Locations[n].models.night.charactersPatch = "night_patch"; //night_patch.ptc
		

	Locations[n].models.day.jumpPatch = "   ";
		Locations[n].models.day.jumpPatch = "jump_day_patch"; //"jump_day_patch.gm" with BSP

	Locations[n].models.night.jumpPatch = "   ";
		Locations[n].models.night.jumpPatch = "jump_night_patch"; //"jump_night_patch.gm" with BSP

	Locations[n].models.always.grassPatch = "  ";
	Locations[n].models.always.grassPatch.texture = "    Grass"; 
		Locations[n].models.always.grassPatch = "grass";	//grass.grs
		Locations[n].models.always.grassPatch.texture = "mygrass"; //Textures\grass\mygrass.tx


:
	   -        (.ptc).
						   ptc,    NPC,  gm 
						    PatchCreator.  ptc
						         .
	   -           .
	   -       (.grs).   grs  gm
					    GrassGenerator.

	      bsp.

------------------------------------------------------------------------------------------------

------------------------------------------------------------------------------------------------

    :

	Locations[n].locators_radius.( ) = ;
		Locations[n].locators_radius.rld = 1.0;


	 :
		Locations[n].locators_radius.rld = 1.0;
		Locations[n].locators_radius.camdetector = 1.0;
		Locations[n].locators_radius.camera = 0.3;
		Locations[n].locators_radius.characters = 0.5;
		Locations[n].locators_radius.goto = 0.5;		
		Locations[n].locators_radius.sit = 0.5;		
		Locations[n].locators_radius.item = 0.5;		
		Locations[n].locators_radius.officers = 0.5;
		Locations[n].locators_radius.merchant = 1.0;
		Locations[n].locators_radius.box = 1.0;
		Locations[n].locators_radius.candles = 0.1;
		Locations[n].locators_radius.candles_medium = 0.2;
		Locations[n].locators_radius.chandeliers = 0.5;
		Locations[n].locators_radius.heaters = 1.0;
		Locations[n].locators_radius.torchlightes = 0.3;
		Locations[n].locators_radius.torchlightes_o = 0.3;
		Locations[n].locators_radius.fonar = 0.4;
		Locations[n].locators_radius.outside = 2.0;
		Locations[n].locators_radius.incas_light = 0.8;
		Locations[n].locators_radius.incas_sky = 1.0;
		Locations[n].locators_radius.randitem = 1.5;
		Locations[n].locators_radius.waitress = 1.0;
		Locations[n].locators_radius.tables = 0.5;
		Locations[n].locators_radius.barmen = 1.0;
		Locations[n].locators_radius.lamp = 0.2;
		Locations[n].locators_radius.blueteleport = 0.2;
		Locations[n].locators_radius.teleport = 0.2;
		Locations[n].locators_radius.redteleport = 0.2;
		Locations[n].locators_radius.greenteleport = 0.2;
		Locations[n].locators_radius.magsteleport = 0.2;

  :

	Locations[n].locators_radius.( ).( ) = ;
		Locations[n].locators_radius.reload.Falaise_de_fleur_location_03_02 = 3.0;


:
	    0.0,      , 
	..    .
	    0,     (  ),
	   . ..    
	  ,      0.



------------------------------------------------------------------------------------------------
 
------------------------------------------------------------------------------------------------

	Locations[n].models.day.lights.(  ) = "lightName"        lightName 
		Locations[n].models.day.lights.lamp = "lamp";

	Locations[n].models.night.lights.(  ) = "lightName"        lightName 
		Locations[n].models.day.lights.lamp = "lamp";
	
:
	        .
	   Resource\Ini\lights.ini,      lightName.
	        ,      .


------------------------------------------------------------------------------------------------
 
------------------------------------------------------------------------------------------------

	Locations[n].environment.weather = "false";     
	Locations[n].environment.weather = "true";      
	
	Locations[n].environment.sea = "false";     
	Locations[n].environment.sea = "true";      



================================================================================================
:
================================================================================================

	-        

	-       

	-     

	-      gm


================================================================================================
   
================================================================================================

------------------------------------------------------------------------------------------------
     :
------------------------------------------------------------------------------------------------

	Locations[n].lockCamAngle = __;
		Locations[n].lockCamAngle = 0.4;

:
	   ,    .

------------------------------------------------------------------------------------------------
    :
------------------------------------------------------------------------------------------------

	Locations[n].lockWeather = " ";
		Locations[n].lockWeather = "my_weather"; //weather id from Program\Weather\Init\

:
	   ,    .

------------------------------------------------------------------------------------------------
/     :
------------------------------------------------------------------------------------------------

	Locations[n].noFight = 0;	//
	Locations[n].noFight = 1;	//

:
	   ,    0.

------------------------------------------------------------------------------------------------
/    :
------------------------------------------------------------------------------------------------

	Locations[n].monsters = 0;	//  
	Locations[n].monsters = 1;	// 

:
	   ,    0.

------------------------------------------------------------------------------------------------
 :
------------------------------------------------------------------------------------------------

	Locations[n].boarding = "false";    
	Locations[n].boarding = "true";	    
	
	Locations[n].boarding.nextdeck	  
		Locations[n].boarding.nextdeck = "next_deck_id";

:
	   ,    "false".
	      .

------------------------------------------------------------------------------------------------
  
------------------------------------------------------------------------------------------------

	Locations[n].image = " ";
		Locations[n].image = "my_image.tga";	//my_image.tx

:
	    ,    .

================================================================================================
  :
================================================================================================

	      (  )  .
	     .


------------------------------------------------------------------------------------------------
level
------------------------------------------------------------------------------------------------

	     .    10 .

	Locations[n].models..(  ).level = 5...1000
		Locations[n].models.always.somemodel = "my_model";
		Locations[n].models.always.somemodel.level = 100;
		Locations[n].models.day.somemodel = "my_model";
		Locations[n].models.day.somemodel.level = 100;
		Locations[n].models.night.somemodel = "my_model";
		Locations[n].models.night.somemodel.level = 100;
		Locations[n].models.back = "my_model";
		Locations[n].models.back.level = 100;

------------------------------------------------------------------------------------------------
tech
------------------------------------------------------------------------------------------------

	    .
	Locations[n].models..(  ).tech = "name"
		Locations[n].models.always.somemodel = "my_model";
		Locations[n].models.always.somemodel.tech = "DLightModel";

	 :
		"DLightModel"    
		"LighthouseLight"     ,     
		"LocationWaterFall"  ,    ,    
		"LocationWindows" 
		"EnvironmentShader"  
		"LocVisRays"     

:
	    MODULES\Techniques.
	      .


------------------------------------------------------------------------------------------------
uvslide
------------------------------------------------------------------------------------------------

	        .
	       .

	Locations[n].models..(  ).uvslide.u0 =   u  0  ( )
	Locations[n].models..(  ).uvslide.v0 =   v  0  ( )
	Locations[n].models..(  ).uvslide.u1 =   u  1  ( )
	Locations[n].models..(  ).uvslide.v1 =   v  1  ( )

		Locations[n].models.always.somemodel = "my_model";
		Locations[n].models.always.somemodel.u0 = 0.5;
		Locations[n].models.always.somemodel.v0 = 0.1;
		Locations[n].models.always.somemodel.u1 = 0.01;
		Locations[n].models.always.somemodel.v1 = 0.07;

------------------------------------------------------------------------------------------------
rotate
------------------------------------------------------------------------------------------------

	     ( 0).
	      .

	Locations[n].models..(  ).rotate.x =   x
	Locations[n].models..(  ).rotate.y =   y
	Locations[n].models..(  ).rotate.z =   z

		Locations[n].models.always.somemodel = "my_model";
		Locations[n].models.always.somemodel.rotate.x = 0.0;
		Locations[n].models.always.somemodel.rotate.y = 1.0;
		Locations[n].models.always.somemodel.rotate.z = 0.0;

------------------------------------------------------------------------------------------------
locator
------------------------------------------------------------------------------------------------

	     .

	Locations[n].models..(  ).locator.group =     
	Locations[n].models..(  ).locator.name =  
		
		Locations[n].models.always.somemodel = "my_model";
		Locations[n].models.always.somemodel.locator.group = "item";
		Locations[n].models.always.somemodel.locator.name = "good0";

:
	        .


------------------------------------------------------------------------------------------------
lamps
------------------------------------------------------------------------------------------------

	     ,    .
	          BSP.

	Locations[n].models..(  ).lamps = 1;
		Locations[n].models.always.somemodel = "torchs";
		Locations[n].models.always.somemodel.lamps = 1;


------------------------------------------------------------------------------------------------
reflection
------------------------------------------------------------------------------------------------

	      .
	    0 - , 1  

	Locations[n].models..(  ).reflection = 0..1;
		Locations[n].models.always.somemodel = "torchs";
		Locations[n].models.always.somemodel.reflection = 0.8;
		Locations[n].models.always.somemodel.tech = "EnvironmentShader";

:
	       "EnvironmentShader".


================================================================================================
 :
================================================================================================

	       .
	         "reload".

------------------------------------------------------------------------------------------------
    
------------------------------------------------------------------------------------------------

	Locations[n].reload.(    ).name = "    ";
	Locations[n].reload.(    ).go = "    ";
	Locations[n].reload.(    ).emerge = "    ";
		Locations[n].reload.l1.name = "reload1";
		Locations[n].reload.l1.go = "labirint_3";
		Locations[n].reload.l1.emerge = "reload30";

------------------------------------------------------------------------------------------------
     
------------------------------------------------------------------------------------------------

	Locations[n].reload.(    ).disable = 0;  
	Locations[n].reload.(    ).disable = 1;  

	  :
	
	bool chrEnableReloadLocator(string locationID, string reloadLocatorName, bool isEnable);

:
	   ,    0.

------------------------------------------------------------------------------------------------
        
------------------------------------------------------------------------------------------------

	Locations[n].reload.(    ).autoreload = 0;   
	Locations[n].reload.(    ).autoreload = 1;   
		Locations[n].reload.l1.autoreload = 1;

:
	   ,    0.

================================================================================================

 :

	//ID
	Locations[n].id = "Treasure_Alcove";
	//Type
	locations[n].type = "inca_temple";
	//Load image
	Locations[n].image = "InkasHram.tga";
	//Models
	Locations[n].filespath.models = "locations\Incas Temple\Alcove\\";

	//Always----------------------------------------------------------
	Locations[n].models.always.locators = "Alcove_l";
	Locations[n].models.always.l1 = "alcove";
	//Rays
	Locations[n].models.always.l2 = "rays";
	Locations[n].models.always.l2.level = 100;
	Locations[n].models.always.l2.tech = "LocVisRays";
	Locations[n].models.always.l2.uvslide.u1 = -0.02;
	Locations[n].models.always.l2.uvslide.v1 = -0.02;
	//Artifact
	Locations[n].models.always.l3 = "artifact";
	Locations[n].models.always.l3.locator.name = "artifact";
	Locations[n].models.always.l3.locator.group = "gm";
	Locations[n].models.always.l3.rotate.x = 0.0;
	Locations[n].models.always.l3.rotate.y = 0.777;
	Locations[n].models.always.l3.rotate.z = 0.0;
	Locations[n].models.always.l3.tech = "EnvironmentShader";
	Locations[n].models.always.l3.reflection = 0.4;
	//Bird
	Locations[n].models.always.l4 = "Bird";
	Locations[n].models.always.l4.locator.name = "Bird";
	Locations[n].models.always.l4.locator.group = "gm";
	Locations[n].models.always.l4.tech = "EnvironmentShader";
	Locations[n].models.always.l4.reflection = 0.4;
	//Blue portal
	Locations[n].models.always.blue1 = "Blueport";
	Locations[n].models.always.blue1.level = 100;
	Locations[n].models.always.blue1.tech = "LocVisRays";
	Locations[n].models.always.blue1.uvslide.u0 = 0.06;
	Locations[n].models.always.blue1.uvslide.v0 = 0.00;
	Locations[n].models.always.blue1.uvslide.u1 = 0.16;
	Locations[n].models.always.blue1.uvslide.v1 = 0.00;

	//Day----------------------------------------------------------
	Locations[n].models.day.charactersPatch = "alcove_p";
	
	//Night----------------------------------------------------------
	Locations[n].models.night.charactersPatch = "alcove_p";
	
	//Environment----------------------------------------------------------
	Locations[n].environment.weather = "true";
	Locations[n].environment.sea = "false";
	Locations[n].lockWeather = "Alcove";
	
	
	//Reload map----------------------------------------------------------
	Locations[n].reload.l2.name = "reload1";
	Locations[n].reload.l2.go = "labirint_3";
	Locations[n].reload.l2.emerge = "reload30";
    Locations[n].reload.l2.autoreload = "1";
    
	n = n + 1;//increase for next location


