//TITLES FOR HALF-LIFE
// Position command $position x y 
// x & y are from 0 to 1 to be screen resolution independent
// -1 means center in each dimension
// Effect command $effect <effect number>
// effect 0 is fade in/fade out
// effect 1 is flickery credits
// effect 2 is write out (training room)
// Text color r g b command $color
// fadein time fadeout time / hold time
// $fadein (message fade in time - per character in effect 2)
// $fadeout (message fade out time)
// $holdtime (stay on the screen for this long)

//INTRO TITLES
// All centered for now
$position -1 -1
$effect 2
// This is the final color gray
$color 100 100 100
// This is the highlight color orange
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5

//Gunman Intro sequence

$color 0 128 0
$color2 0 255 0
$fadein 0.05
$fxtime 0.2
$holdtime 1
$fadeout .5

ValvePresents
{
ValveSoftware Presents
}

RewolfGame
{
A Rewolf Software Game
}

Gunman
{
GUNMAN
}

//Level Load Messages
// Lower left
$position 1 1
$effect 0
// Final fade-in color
$color 66 66 255 
// This is the highlight/flash color
$color2 64 227 55 
$fadein 0.07
$fadeout 1
$holdtime 2

Hours Later
{
Several hours later . . .
}

//cinimatic0.bsp

//INTRO TITLES
// All centered for now
$position -1 -1
$effect 0
// This is the final color
$color 200 0 0
// This is the highlight color
$color2 200 0 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 5
// How long it takes to fade out the message after holding
$fadeout .5

CINEMATIC0A
{
5 YEARS AFTER THE DEFEAT
AT BANZURE PRIME:
}

CINEMATIC0B
{
GUNMEN FORCES HAVE BEEN
FIGHTING AN EVER-INCREASING
PLAGUE OF GENETICALLY ENGINEERED
XENOME LIFE FORMS.
}

CINEMATIC0C
{
IN RECENT BATTLES, XENOME
INFESTATIONS HAVE BEEN
IRREVERSIBLE, REQUIRING THE
EVACUATION OF ENTIRE PLANETS.
}

CINEMATIC0D
{
TOO MANY GUNMEN HAVE BEEN
LOST IN BATTLE-- A NEW
STRATEGY MUST BE FOUND!
}

CINEMATIC0E
{
THE ORIGIN OF THE XENOME
SWARM REMAINS A MYSTERY.
IF IT CAN BE DISCOVERED,
THERE MAY BE A CHANCE...
}

$holdtime .5
$effect 2
// This is the final color
$color 00 150 00
// This is the highlight color
$color2 100 255 100
// This is the time it takes to fade each character
$fadein 0.1

CINEMATIC0F
{
Battle Computer activated.
Receiving a signal beacon using
outdated military encryption
}

CINEMATIC0G
{
Signal originates on a nearby
uncharted jungle planet.
Computer suggests investigation.
Battle Computer deactivated.
}


//Brief Credits

//INTRO TITLES
// All centered for now
$position -1 -1
$effect 0
// This is the final color
$color 0 255 255
// This is the highlight color
$color2 255 255 255
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 6
// How long it takes to fade out the message after holding
$fadeout 3


BC1
{
This Concludes the
GUNMAN E3 Press Demo

The REWOLF Team:
}

BC1
{
PROJECT LEADER and COMPANY PRESIDENT

Herbert Flower
}

BC2
{
PROGRAMMING

Brian Legge (lead programmer)
Christopher McArthur (weapons)
Brian Bazyk (vehicles)
}

BC3
{
FOLEY TECHNICIAN/SOUND

Peter Immarco
Steve Blevin
}

BC4
{
LEVEL DESIGN

Steven Baier-
(lead level designer)
Herbert Flower 
Tomaz Zagar
Rodney Houle
Reid Kimball
Dale Broadbent
}

BC5
{
MODELS

Renier Banninga (lead 3D artist)
Christopher Izatt
}

BC6
{
TEXTURES and SKINS

Mary Allred
Herbert Flower
Miriam Howes
}

BC7
{
VOICE ACTORS

Bill Lovan (bandit)
Steve Baier (scientist 2)
Steve Blevin (mainframe)
Peter Immarco (scientist 1, 4)
Walt Nawrocki (general)
}

BC8
{
MUSIC

Steve Blevin
Chris Liesch
Anthony Brown
}

BC9
{
SPECIAL THANKS TO

Aaron Stackpole
David Eckblad
EVERYONE at Valve
}

BC10
{
Animal Sounds courtesy of the following companies:

Naturesongs (www.naturesongs.com)
The Australian Broadcasting Company (www.abc.net.au)
Hollywood Sound Factory (www.hollywoodsoundfactory.com)
}

