Index of /anotherscape/v01/mindTownConfs/

NameLast ModifiedSize
📁 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=#; mesh=mindTown_shrub.glb; type=prop; position=Vector3(blender-7.907094955444336,16.947622299194336,3.0); rotation=Vector3(blender-0.0,-0.0,2.799365758895874); scale=Vector3(blender1.009194016456604,-1.009194016456604,1.009194016456604); [MESH#] INCR=#; mesh=mindTown_shrub.glb; type=prop; position=Vector3(blender-7.547093391418457,18.331432342529297,3.0); rotation=Vector3(blender-0.0,-0.0,2.145232915878296); scale=Vector3(blender1.009194016456604,-1.009194016456604,1.009194016456604); [MESH#] INCR=#; mesh=mindTown_shrub.glb; type=prop; position=Vector3(blender-9.064367294311523,17.857284545898438,3.0); rotation=Vector3(blender-0.0,-0.0,3.7390103340148926); scale=Vector3(blender1.009194016456604,-1.009194016456604,1.009194016456604); [MESH#] INCR=#; mesh=mindTown_shrub.glb; type=prop; position=Vector3(blender-8.706122398376465,19.184900283813477,3.0); rotation=Vector3(blender-0.0,-0.0,1.320764183998108); scale=Vector3(blender1.009194016456604,-1.009194016456604,1.009194016456604); [MESH#] INCR=#; mesh=mindTown_shrub.glb; type=prop; position=Vector3(blender-13.451194763183594,6.789366245269775,3.0); rotation=Vector3(blender-0.0,-0.0,2.184864044189453); scale=Vector3(blender1.009194016456604,-1.009194016456604,1.009194016456604); [MESH#] INCR=#; mesh=mindTown_shrub.glb; type=prop; position=Vector3(blender-13.451194763183594,8.140576362609863,3.0); rotation=Vector3(blender-0.0,-0.0,3.1763076782226562); scale=Vector3(blender1.009194016456604,-1.009194016456604,1.009194016456604); [MESH#] INCR=#; mesh=mindTown_shrub.glb; type=prop; position=Vector3(blender-14.352516174316406,5.837920665740967,3.0); rotation=Vector3(blender-0.0,-0.0,3.896029472351074); scale=Vector3(blender1.009194016456604,-1.009194016456604,1.009194016456604); [MESH#] INCR=#; mesh=mindTown_shrub.glb; type=prop; position=Vector3(blender-13.451194763183594,9.44271183013916,3.0); rotation=Vector3(blender-0.0,-0.0,4.154088973999023); 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rotation=Vector3(blender-0.0,-0.0,6.201107978820801); scale=Vector3(blender0.9468125700950623,-0.9468125700950623,0.9468125700950623); [MESH#] INCR=#; mesh=mindTown_shrub.glb; type=prop; position=Vector3(blender22.864534378051758,-24.49526596069336,3.050905466079712); rotation=Vector3(blender-0.0,-0.0,10.928604125976562); scale=Vector3(blender0.9139056205749512,-0.9139056205749512,0.913905680179596); [MESH#] INCR=#; mesh=mindTown_shrub.glb; type=prop; position=Vector3(blender24.09209632873535,-24.49526596069336,3.050905466079712); rotation=Vector3(blender-0.0,-0.0,9.080687522888184); scale=Vector3(blender0.9468125700950623,-0.9468125700950623,0.9468125700950623); [MESH#] INCR=#; mesh=mindTown_pakimePhys.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_pakimeDeco.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_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!!--->>>