Index of /anotherscape/v01/mindTownConfs/
| Name | Last Modified | Size |
| 📁 Parent Directory | - | - |
| 📄 ASSETS_extra_mindTownLevelDef01.conf |
10/6/2026, 12:00:38 PM |
236 B |
| 📄 ASSETS_mindTownLevelDef01.conf |
10/6/2026, 12:00:38 PM |
1.53 KB |
| 📄 CINE_mind_hernan.conf |
10/6/2026, 12:00:38 PM |
214 B |
| 📄 CINE_mind_loxicha01.conf |
10/6/2026, 12:00:38 PM |
197 B |
| 📄 CINE_mind_loxicha02.conf |
10/6/2026, 12:00:39 PM |
202 B |
| 📄 CINE_mind_loxichaFat01.conf |
10/6/2026, 12:00:39 PM |
279 B |
| 📄 CINE_mind_loxichaFat02.conf |
10/6/2026, 12:00:39 PM |
219 B |
| 📄 CINE_mind_madreMaria.conf |
10/6/2026, 12:00:39 PM |
2.36 KB |
| 📄 CINE_mind_rio.conf |
10/6/2026, 12:00:40 PM |
215 B |
| 📄 CINE_mind_viejita01.conf |
10/6/2026, 12:00:40 PM |
192 B |
| 📄 CINE_mind_zarapi.conf |
10/6/2026, 12:00:40 PM |
196 B |
| 📄 LEVELDEF_mindTownLevelDef01.conf |
10/6/2026, 12:00:40 PM |
279 B |
| 📄 LEVELSETUP_mindTownLevelDef01.conf |
10/6/2026, 12:00:41 PM |
26.32 KB |
| 📄 NPC_mur_mind_hernan.conf |
10/6/2026, 12:00:41 PM |
317 B |
| 📄 NPC_mur_mind_loxicha01.conf |
10/6/2026, 12:00:41 PM |
323 B |
| 📄 NPC_mur_mind_loxicha02.conf |
10/6/2026, 12:00:41 PM |
323 B |
| 📄 NPC_mur_mind_loxichaFat01.conf |
10/6/2026, 12:00:42 PM |
325 B |
| 📄 NPC_mur_mind_loxichaFat02.conf |
10/6/2026, 12:00:42 PM |
325 B |
| 📄 NPC_mur_mind_madreMaria.conf |
10/6/2026, 12:00:42 PM |
314 B |
| 📄 NPC_mur_mind_rio.conf |
10/6/2026, 12:00:42 PM |
312 B |
| 📄 NPC_mur_mind_viejita01.conf |
10/6/2026, 12:00:43 PM |
326 B |
| 📄 NPC_mur_mind_zarapi.conf |
10/6/2026, 12:00:42 PM |
317 B |
| 📄 NPC_mur_tioAdrian.conf |
10/6/2026, 12:00:42 PM |
321 B |
Cloudflare Worker R2 Indexer
<<<---!!START!!--->>><<<---!!!ASSETS_extra_mindTownLevelDef01.conf!!!--->>>
asset=mindTownSky_zp.png,mindTownSky_zm.png,mindTownSky_yp.png,mindTownSky_ym.png,mindTownSky_xp.png,mindTownSky_xm.png||./mindTownAssets/||cubeTexture||png;
asset=mindTownLogoCirclesAnim01.glb||./mindTownAssets/||objectReusable||gltf;
<<<---!!!ASSETS_mindTownLevelDef01.conf!!!--->>>
asset=mindTown_sea.glb||./mindTownAssets/||normal||draco;
asset=mindTown_terrain.glb||./mindTownAssets/||normal||draco;
asset=mindTown_terrainPavement.glb||./mindTownAssets/||normal||draco;
asset=mindTown_caves.glb||./mindTownAssets/||normal||draco;
asset=mindTown_docks.glb||./mindTownAssets/||normal||draco;
asset=mindTown_rocks.glb||./mindTownAssets/||normal||draco;
asset=mindTown_alphaGrass.glb||./mindTownAssets/||normal||draco;
asset=mindTown_greenTree.glb||./mindTownAssets/||objectReusable||gltf;
asset=mindTown_yellowTree.glb||./mindTownAssets/||objectReusable||gltf;
asset=mindTown_shrub.glb||./mindTownAssets/||objectReusable||gltf;
asset=mindTown_pakimePhys.glb||./mindTownAssets/||normal||draco;
asset=mindTown_pakimeDeco.glb||./mindTownAssets/||normal||draco;
asset=mindTown_medievalPhys.glb||./mindTownAssets/||normal||draco;
asset=mindTown_medievalDeco.glb||./mindTownAssets/||normal||draco;
asset=mindTown_renaissanceDeco.glb||./mindTownAssets/||normal||draco;
asset=mindTown_renaissancePhys.glb||./mindTownAssets/||normal||draco;
asset=mindTown_modernPhys.glb||./mindTownAssets/||normal||draco;
asset=mindTown_modernDeco.glb||./mindTownAssets/||normal||draco;
asset=mindTown_buildingsPhys.glb||./mindTownAssets/||normal||draco;
asset=mindTown_centerPiece.glb||./mindTownAssets/||normal||draco;
asset=mindTown_cafeDeco.glb||./mindTownAssets/||normal||draco;
asset=mindTown_cafePhys.glb||./mindTownAssets/||normal||draco;
asset=mindTown_marketDeco.glb||./mindTownAssets/||normal||draco;
asset=mindTown_parkPhys.glb||./mindTownAssets/||normal||draco;
<<<---!!!CINE_mind_hernan.conf!!!--->>>
[CINEMATICDEF]
name=start01;
[CINEMATICLINE#]
dialog=I'm not allowed to go outside today, I have homework to do.;
line=0.0|0.3|1|KEEPPOSANDLOOK|Vector3(0.0,0.0,0.0)|Vector3(#playerHeight)|Hernan|PLAYER|Hernan;
<<<---!!!CINE_mind_loxicha01.conf!!!--->>>
[CINEMATICDEF]
name=start01;
[CINEMATICLINE#]
dialog=I love living in an spiral building.;
line=0.0|0.3|1|KEEPPOSANDLOOK|Vector3(0.0,0.0,0.0)|Vector3(#playerHeight)|loxicha01|PLAYER|loxicha01;
<<<---!!!CINE_mind_loxicha02.conf!!!--->>>
[CINEMATICDEF]
name=start01;
[CINEMATICLINE#]
dialog=I'm in my fag break, should go back soon.;
line=0.0|0.3|1|KEEPPOSANDLOOK|Vector3(0.0,0.0,0.0)|Vector3(#playerHeight)|loxicha02|PLAYER|loxicha02;
<<<---!!!CINE_mind_loxichaFat01.conf!!!--->>>
[CINEMATICDEF]
name=start01;
[CINEMATICLINE#]
dialog=The best part about living in a Hive Building is the air-conditioner, keeps every room at the right temperature.;
line=0.0|0.3|1|KEEPPOSANDLOOK|Vector3(0.0,0.0,0.0)|Vector3(#playerHeight)|loxichaFat01|PLAYER|loxichaFat01;
<<<---!!!CINE_mind_loxichaFat02.conf!!!--->>>
[CINEMATICDEF]
name=start01;
[CINEMATICLINE#]
dialog=Do you want some fresh fruit? It's greenhouse grown!;
line=0.0|0.3|1|KEEPPOSANDLOOK|Vector3(0.0,0.0,0.0)|Vector3(#playerHeight)|loxichaFat02|PLAYER|loxichaFat02;
<<<---!!!CINE_mind_madreMaria.conf!!!--->>>
[CINEMATICDEF]
name=start01;
[CINEMATICLINE#]
dialog=I used to live on a cave, but my son-in-law built this clay house for me. I used to live on a cave, but my son-in-law built this clay house for me. I used to live on a cave, but my son-in-law built this clay house for me. I used to live on a cave, but my son-in-law built this clay house for me. I used to live on a cave, but my son-in-law built this clay house for me. I used to live on a cave, but my son-in-law built this clay house for me. I used to live on a cave, but my son-in-law built this clay house for me. I used to live on a cave, but my son-in-law built this clay house for me.;
line=MadreMaria;
[CINEMATICLINE#]
dialog=Hi! Welcome to AnotherScape! Press ENTER or Touch the Dialog or the Confirm Button (Gamepads) to continue... Hi! Welcome to AnotherScape! Press ENTER or Touch the Dialog or the Confirm Button (Gamepads) to continue... Hi! Welcome to AnotherScape! Press ENTER or Touch the Dialog or the Confirm Button (Gamepads) to continue... Hi! Welcome to AnotherScape! Press ENTER or Touch the Dialog or the Confirm Button (Gamepads) to continue... Hi! Welcome to AnotherScape! Press ENTER or Touch the Dialog or the Confirm Button (Gamepads) to continue... Hi! Welcome to AnotherScape! Press ENTER or Touch the Dialog or the Confirm Button (Gamepads) to continue... Hi! Welcome to AnotherScape! Press ENTER or Touch the Dialog or the Confirm Button (Gamepads) to continue...;
line=MadreMaria;
[CINEMATICLINE#]
dialog=Would you like to go through the tutorial? Use the Arrow Keys and Enter to Select an option...;
line=MadreMaria;
[CINEMATICLINE#]
dialog=In Mobile you can just press the desire option...;
line=MadreMaria;
[CINEMATICLINE#]
dialog=Or in Gamepads use the Arrow Keys and the Confirm Button.;
line=MadreMaria;
[CINEMATICLINE#]
dialog=Yes, please!||I'm fine, thanks.||I'm in a VR Headset.||;
input=YESTUT||NOTUT||VR||;
line=PLAYER;
[CINEMATICLINE#]
dialog=Sure! Enjoy!;
name=NOTUT;
forceEnd=true;
line=MadreMaria;
[CINEMATICLINE#]
dialog=Would you like to go through the VR Tutorial?;
name=VR;
line=MadreMaria;
[CINEMATICLINE#]
dialog=Ok!||I'm fine, thanks.||;
input=YESVR||NOTUT||;
line=PLAYER;
[CINEMATICLINE#]
dialog=Let's start with the VR Tutorial!;
name=YESVR;
line=MadreMaria;
forceEnd=true;
[CINEMATICLINE#]
dialog=This is not the Node for the Tutorial.;
name=YESTUT;
forceEnd=true;
line=MadreMaria;
<<<---!!!CINE_mind_rio.conf!!!--->>>
[CINEMATICDEF]
name=start01;
[CINEMATICLINE#]
dialog=I love drinking coffee after a day of hard-work in the greenhouse.;
line=0.0|0.3|1|KEEPPOSANDLOOK|Vector3(0.0,0.0,0.0)|Vector3(#playerHeight)|Rio|PLAYER|Rio;
<<<---!!!CINE_mind_viejita01.conf!!!--->>>
[CINEMATICDEF]
name=start01;
[CINEMATICLINE#]
dialog=This city never stops changing.;
line=0.0|0.3|1|KEEPPOSANDLOOK|Vector3(0.0,0.0,0.0)|Vector3(#playerHeight)|viejita01|PLAYER|viejita01;
<<<---!!!CINE_mind_zarapi.conf!!!--->>>
[CINEMATICDEF]
name=start01;
[CINEMATICLINE#]
dialog=Watching the circles move is hypnotising!;
line=0.0|0.3|1|KEEPPOSANDLOOK|Vector3(0.0,0.0,0.0)|Vector3(#playerHeight)|Zarapi|PLAYER|Zarapi;
<<<---!!!LEVELDEF_mindTownLevelDef01.conf!!!--->>>
[LEVELDEF]
backgroundColor=rgb(0.69,0.83,0.84);
fog=rgb(0.69,0.83,0.84);
fogStart=0;
fogEnd=90;
clipFar=95;
UNCOMMENTSOMEcomposers=SAO||filmPassNormal||Glitch||Afterimage||filmPassNormal||pixelatedPass;
ambient=Vector3(0.3,0.3,0.3);
NADAenvironmentBackground=mindTownSky_zp.png;
<<<---!!!LEVELSETUP_mindTownLevelDef01.conf!!!--->>>
[LEVELSETUP]
[MESH#]
INCR=#;
mesh=mindTown_sea.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
[MESH#]
INCR=#;
mesh=mindTown_terrain.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=mindTown_terrainPavement.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=mindTown_caves.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=mindTown_docks.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=mindTown_rocks.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=mindTown_alphaGrass.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender8.160955429077148,-13.45776653289795,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,0.49473920464515686);
scale=Vector3(blender0.699999988079071,-0.699999988079071,0.699999988079071);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender-14.542533874511719,-9.93481159210205,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,2.518017292022705);
scale=Vector3(blender0.7699999809265137,-0.7699999809265137,0.7699999809265137);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender-15.064453125,8.658563613891602,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,0.07338836789131165);
scale=Vector3(blender0.7699999809265137,-0.7699999809265137,0.7699999809265137);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender-13.487821578979492,22.52204704284668,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,1.419378638267517);
scale=Vector3(blender0.7699999809265137,-0.7699999809265137,0.7699999809265137);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender-2.71235990524292,29.022117614746094,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,3.9764962196350098);
scale=Vector3(blender0.6554521322250366,-0.6554521322250366,0.6554520726203918);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender7.6172919273376465,32.2297477722168,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,2.3675920963287354);
scale=Vector3(blender0.6554521322250366,-0.6554521322250366,0.6554520726203918);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender-7.2575788497924805,33.719390869140625,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,2.2486915588378906);
scale=Vector3(blender0.8109450340270996,-0.8109450340270996,0.8109449148178101);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender30.39689826965332,22.389392852783203,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,1.266831874847412);
scale=Vector3(blender0.7062253355979919,-0.7062253355979919,0.7062252759933472);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender35.040714263916016,13.21502685546875,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,3.723897933959961);
scale=Vector3(blender0.5885006189346313,-0.5885006189346313,0.5885005593299866);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender31.73719024658203,7.205755233764648,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,5.9427080154418945);
scale=Vector3(blender0.7551440596580505,-0.7551440596580505,0.7551440000534058);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender35.229488372802734,8.841787338256836,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,2.064218044281006);
scale=Vector3(blender0.5561385750770569,-0.5561385750770569,0.5561385750770569);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender17.638681411743164,10.149337768554688,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,4.576692581176758);
scale=Vector3(blender0.5561385750770569,-0.5561385750770569,0.5561385750770569);
[MESH#]
INCR=#;
mesh=mindTown_greenTree.glb;
type=prop;
position=Vector3(blender29.310260772705078,-3.363128900527954,3.0572750568389893);
rotation=Vector3(blender-0.0,-0.0,7.867692470550537);
scale=Vector3(blender0.7551440596580505,-0.7551440596580505,0.7551440000534058);
[MESH#]
INCR=#;
mesh=mindTown_yellowTree.glb;
type=prop;
position=Vector3(blender-2.0234787464141846,-10.125903129577637,2.66721510887146);
rotation=Vector3(blender-0.0,-0.0,1.6338597536087036);
scale=Vector3(blender0.9360001087188721,-0.9360001087188721,0.9360001087188721);
[MESH#]
INCR=#;
mesh=mindTown_yellowTree.glb;
type=prop;
position=Vector3(blender-18.27604866027832,0.6778268814086914,2.66721510887146);
rotation=Vector3(blender-0.0,-0.0,2.6810574531555176);
scale=Vector3(blender1.0296001434326172,-1.0296001434326172,1.0296001434326172);
[MESH#]
INCR=#;
mesh=mindTown_yellowTree.glb;
type=prop;
position=Vector3(blender-17.415245056152344,13.635199546813965,2.66721510887146);
rotation=Vector3(blender-0.0,-0.0,5.275340557098389);
scale=Vector3(blender0.8626388311386108,-0.8626388311386108,0.8626388907432556);
[MESH#]
INCR=#;
mesh=mindTown_yellowTree.glb;
type=prop;
position=Vector3(blender-18.50257682800293,20.476329803466797,2.66721510887146);
rotation=Vector3(blender-0.0,-0.0,6.888757705688477);
scale=Vector3(blender0.9666677117347717,-0.9666677117347717,0.966667652130127);
[MESH#]
INCR=#;
mesh=mindTown_yellowTree.glb;
type=prop;
position=Vector3(blender-8.151176452636719,27.270343780517578,2.66721510887146);
rotation=Vector3(blender-0.0,-0.0,4.1962971687316895);
scale=Vector3(blender0.8626388311386108,-0.8626388311386108,0.8626388907432556);
[MESH#]
INCR=#;
mesh=mindTown_yellowTree.glb;
type=prop;
position=Vector3(blender2.6677770614624023,36.89323425292969,2.66721510887146);
rotation=Vector3(blender-0.0,-0.0,4.9750752449035645);
scale=Vector3(blender1.103800892829895,-1.103800892829895,1.1038010120391846);
[MESH#]
INCR=#;
mesh=mindTown_yellowTree.glb;
type=prop;
position=Vector3(blender23.25749969482422,32.76833724975586,2.66721510887146);
rotation=Vector3(blender-0.0,-0.0,6.756504058837891);
scale=Vector3(blender1.103800892829895,-1.103800892829895,1.1038010120391846);
[MESH#]
INCR=#;
mesh=mindTown_yellowTree.glb;
type=prop;
position=Vector3(blender32.50029373168945,17.15135955810547,2.66721510887146);
rotation=Vector3(blender-0.0,-0.0,6.926000118255615);
scale=Vector3(blender1.103800892829895,-1.103800892829895,1.1038010120391846);
[MESH#]
INCR=#;
mesh=mindTown_yellowTree.glb;
type=prop;
position=Vector3(blender31.322351455688477,11.986531257629395,2.66721510887146);
rotation=Vector3(blender-0.0,-0.0,8.972920417785645);
scale=Vector3(blender0.8931997418403625,-0.8931997418403625,0.8931998610496521);
[MESH#]
INCR=#;
mesh=mindTown_yellowTree.glb;
type=prop;
position=Vector3(blender31.005212783813477,1.4303460121154785,2.66721510887146);
rotation=Vector3(blender-0.0,-0.0,8.90345573425293);
scale=Vector3(blender1.103800892829895,-1.103800892829895,1.1038010120391846);
[MESH#]
INCR=#;
mesh=mindTown_shrub.glb;
type=prop;
position=Vector3(blender-4.011571884155273,-23.988853454589844,3.0);
rotation=Vector3(blender-0.0,0.0,0.0);
scale=Vector3(blender1.0,-1.0,1.0);
[MESH#]
INCR=#;
mesh=mindTown_shrub.glb;
type=prop;
position=Vector3(blender-4.50972318649292,-17.172046661376953,3.0);
rotation=Vector3(blender-0.0,-0.0,0.9566652774810791);
scale=Vector3(blender1.100000023841858,-1.100000023841858,1.100000023841858);
[MESH#]
INCR=#;
mesh=mindTown_shrub.glb;
type=prop;
position=Vector3(blender-2.931758403778076,-17.323772430419922,3.0);
rotation=Vector3(blender-0.0,-0.0,-0.8266656398773193);
scale=Vector3(blender1.100000023841858,-1.100000023841858,1.100000023841858);
[MESH#]
INCR=#;
mesh=mindTown_shrub.glb;
type=prop;
position=Vector3(blender-1.2172391414642334,-17.27825355529785,3.0);
rotation=Vector3(blender-0.0,-0.0,1.7251979112625122);
scale=Vector3(blender1.009194016456604,-1.009194016456604,1.009194016456604);
[MESH#]
INCR=#;
mesh=mindTown_shrub.glb;
type=prop;
position=Vector3(blender5.998795032501221,-17.655799865722656,3.0);
rotation=Vector3(blender-0.0,-0.0,1.7251979112625122);
scale=Vector3(blender1.009194016456604,-1.009194016456604,1.009194016456604);
[MESH#]
INCR=#;
mesh=mindTown_shrub.glb;
type=prop;
position=Vector3(blender-6.546113967895508,16.719327926635742,3.0);
rotation=Vector3(blender-0.0,-0.0,1.7251979112625122);
scale=Vector3(blender1.009194016456604,-1.009194016456604,1.009194016456604);
[MESH#]
INCR=#;
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mesh=mindTown_medievalPhys.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=mindTown_medievalDeco.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
[MESH#]
INCR=#;
mesh=mindTown_renaissanceDeco.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
[MESH#]
INCR=#;
mesh=mindTown_renaissancePhys.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=mindTown_modernPhys.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=mindTown_modernDeco.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
[MESH#]
INCR=#;
mesh=mindTown_buildingsPhys.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=mindTown_centerPiece.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=mindTown_cafeDeco.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
[MESH#]
INCR=#;
mesh=mindTown_cafePhys.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=mindTown_marketDeco.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
[MESH#]
INCR=#;
mesh=mindTown_parkPhys.glb;
type=normal;
position=Vector3(blender0.0,0.0,0.0);
rotation=Vector3(0,0,0);
scale=Vector3(1,1,1);
collision=true;
[MESH#]
INCR=#;
mesh=startPlayerPos;
type=startPlayerPos;
position=Vector3(blender-0.013292789459228516,-53.53821563720703,0.30374622344970703);
<<<---!!!NPC_mur_mind_hernan.conf!!!--->>>
[NPCCONF]
capsuleHeight=1.5;
capsuleRadius=0.35;
NADAmesh=madreMaria01_01.glb;
mesh=hernan01_01.glb;
extraScale=0.5;
scale=1.0;
animConfig=mixamoSkeleton;
feetOffset=-0.3;
oficialName=Hernan;
interactable=true;
rangeOfInter=2.0;
examineDialog=A man suited for work.;
mixerMaxDistance=10.0;
npcSimplifiedPhysics=true;
<<<---!!!NPC_mur_mind_loxicha01.conf!!!--->>>
[NPCCONF]
capsuleHeight=1.5;
capsuleRadius=0.35;
NADAmesh=madreMaria01_01.glb;
mesh=loxichaFolk01_01.glb;
extraScale=0.68;
scale=1.0;
animConfig=mixamoSkeleton;
feetOffset=-0.3;
oficialName=Boldor;
interactable=true;
rangeOfInter=2.0;
examineDialog=A man suited for work.;
mixerMaxDistance=10.0;
npcSimplifiedPhysics=true;
<<<---!!!NPC_mur_mind_loxicha02.conf!!!--->>>
[NPCCONF]
capsuleHeight=1.5;
capsuleRadius=0.35;
NADAmesh=madreMaria01_01.glb;
mesh=loxichaFolk02_01.glb;
extraScale=0.68;
scale=1.0;
animConfig=mixamoSkeleton;
feetOffset=-0.3;
oficialName=Halkul;
interactable=true;
rangeOfInter=2.0;
examineDialog=A man suited for work.;
mixerMaxDistance=10.0;
npcSimplifiedPhysics=true;
<<<---!!!NPC_mur_mind_loxichaFat01.conf!!!--->>>
[NPCCONF]
capsuleHeight=1.5;
capsuleRadius=0.35;
NADAmesh=madreMaria01_01.glb;
mesh=loxichaFolkFat01_01.glb;
extraScale=0.68;
scale=1.0;
animConfig=mixamoSkeleton;
feetOffset=-0.3;
oficialName=Janil;
interactable=true;
rangeOfInter=2.0;
examineDialog=A man suited for work.;
mixerMaxDistance=10.0;
npcSimplifiedPhysics=true;
<<<---!!!NPC_mur_mind_loxichaFat02.conf!!!--->>>
[NPCCONF]
capsuleHeight=1.5;
capsuleRadius=0.35;
NADAmesh=madreMaria01_01.glb;
mesh=loxichaFolkFat02_01.glb;
extraScale=0.68;
scale=1.0;
animConfig=mixamoSkeleton;
feetOffset=-0.3;
oficialName=Jamol;
interactable=true;
rangeOfInter=2.0;
examineDialog=A man suited for work.;
mixerMaxDistance=10.0;
npcSimplifiedPhysics=true;
<<<---!!!NPC_mur_mind_madreMaria.conf!!!--->>>
[NPCCONF]
capsuleHeight=1.5;
capsuleRadius=0.35;
NADAmesh=rio01_01.glb;
mesh=madreMaria01_01.glb;
extraScale=0.68;
scale=1.0;
animConfig=mixamoSkeleton;
feetOffset=-0.3;
oficialName=Maria;
interactable=true;
rangeOfInter=2.0;
examineDialog=A man suited for work.;
mixerMaxDistance=10.0;
npcSimplifiedPhysics=true;
<<<---!!!NPC_mur_mind_rio.conf!!!--->>>
[NPCCONF]
capsuleHeight=1.5;
capsuleRadius=0.35;
NADAmesh=madreMaria01_01.glb;
mesh=rio01_01.glb;
extraScale=0.68;
scale=1.0;
animConfig=mixamoSkeleton;
feetOffset=-0.3;
oficialName=Rio;
interactable=true;
rangeOfInter=2.0;
examineDialog=A man suited for work.;
mixerMaxDistance=10.0;
npcSimplifiedPhysics=true;
<<<---!!!NPC_mur_mind_viejita01.conf!!!--->>>
[NPCCONF]
capsuleHeight=1.5;
capsuleRadius=0.35;
NADAmesh=madreMaria01_01.glb;
mesh=loxichaViejita01_01.glb;
extraScale=0.68;
scale=1.0;
animConfig=mixamoSkeleton;
feetOffset=-0.3;
oficialName=Boldor;
interactable=true;
rangeOfInter=2.0;
examineDialog=A man suited for work.;
mixerMaxDistance=10.0;
npcSimplifiedPhysics=true;
<<<---!!!NPC_mur_mind_zarapi.conf!!!--->>>
[NPCCONF]
capsuleHeight=1.5;
capsuleRadius=0.35;
NADAmesh=madreMaria01_01.glb;
mesh=zarapi01_01.glb;
extraScale=0.5;
scale=1.0;
animConfig=mixamoSkeleton;
feetOffset=-0.3;
oficialName=Zarapi;
interactable=true;
rangeOfInter=2.0;
examineDialog=A man suited for work.;
mixerMaxDistance=10.0;
npcSimplifiedPhysics=true;
<<<---!!!NPC_mur_tioAdrian.conf!!!--->>>
[NPCCONF]
capsuleHeight=1.5;
capsuleRadius=0.35;
NADAmesh=madreMaria01_01.glb;
mesh=tioAdrian01_01.glb;
extraScale=0.68;
scale=1.0;
animConfig=mixamoSkeleton;
feetOffset=-0.3;
oficialName=Adrian;
interactable=true;
rangeOfInter=2.0;
examineDialog=A man suited for work.;
mixerMaxDistance=10.0;
npcSimplifiedPhysics=true;
<<<---!!END!!--->>>