// type: 0=point, 1=offset 1 // initial position: x,y,z 256=1ft 0,65536,-196608 // master radius: a radius of this size is full screen size 916.000000 // number of layers 10 // layer data: texture, axis position, radius, texX1, texY1, texX2, texY2 sun06.raw, 0.200000, 43.000000, 8, 8, 248, 248 sun07.raw, 0.000000, 11.000000, 8, 8, 248, 248 sun07.raw, -0.271000, 27.000000, 8, 8, 248, 248 sun09.raw, -0.416000, 80.000000, 8, 8, 248, 248 suncram.raw, -0.447000, 143.000000, 130, 130, 254, 254 sun11.raw, -0.475000, 41.000000, 8, 8, 248, 248 sun12.raw, -0.643000, 61.000000, 8, 8, 248, 248 sun13.raw, -0.674000, 60.000000, 8, 8, 248, 248 suncram.raw, -1.000000, 213.000000, 130, 2, 254, 126 suncram.raw, -1.333000, 410.000000, 2, 130, 126, 254 // number of vischecking rays 9 // vischecking rays: x, y, z 256=1ft 0, 0, 0 0, 2048, 0 0, -2048, 0 2048, 0, 0 -2048, 0, 0 1024, 1024, 0 1024, -1024, 0 -1024, 1024, 0 -1024, -1024, 0 // I decided I don't like the "far" bitmap, maybe it's just too bright // Here's the specs, if anyone wants to put it back in sun01.raw, +1.300, 86 // This is now drawn with the sky sun02.raw, 1.000000, 458.000000