VERSION 1

//////////// GLOBAL LIGHTING DATA ///////////

255,255,255	// RGB for main directional light-source
0.2,0.0		// Ambient/Diffuse light to be used when plaything ambient says 0
1.0,0.0		// Ambient/Diffuse light to be used when plaything ambient says 1
0.3,0.8		// Ambient/Diffuse light to be used when plaything ambient says anything else

/////////////////////////////////////////////

159.94,-8.5,-225.67			// Position of centre of start of grid
180					// Direction that grid faces in

// Laps, checkpoints etc

8					// # checkpoints

// Checkpoint #1
20,10,5					// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
157.88,-100,-154.85			// Point #0
157.88,100,-154.85			// Point #1
161.95,100,-154.89			// Point #2
161.95,-100,-154.89			// Point #3

// Checkpoint #2
20,10,5					// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
137.08,-100,-86.30			// Point #0
137.08,100,-86.30			// Point #1
136.77,100,-91				// Point #2
136.77,-100,-91				// Point #3

// Checkpoint #3
20,10,5					// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
13.92,-100,-90.77			// Point #0
13.92,100,-90.77			// Point #1
17.93,100,-90.77			// Point #2
17.93,-100,-90.77			// Point #3

// Checkpoint #4
20,10,5					// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
57.14,-100,-136.07			// Point #0
57.14,100,-136.07			// Point #1
60.86,100,-136.07			// Point #2
60.86,-100,-136.07			// Point #3

// Checkpoint #5
20,10,5					// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
13.14,-100,-226.88			// Point #0
13.14,100,-226.88			// Point #1
16.52,100,-226.88			// Point #2
16.52,-100,-226.88			// Point #3

// Checkpoint #6
20,10,5					// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
82.98,-100,-240.82			// Point #0
82.98,100,-240.82			// Point #1
82.98,100,-236.89			// Point #2
82.98,-100,-236.89			// Point #3

// Checkpoint #7
20,10,5					// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
99.32,-100,-208.99			// Point #0
99.32,100,-208.99			// Point #1
99.32,100,-205.25			// Point #2
99.32,-100,-205.25			// Point #3

// Checkpoint #8
20,10,5					// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
143.89,-100,-209.32			// Point #0
143.89,100,-209.32			// Point #1
143.89,100,-205.18			// Point #2
143.89,-100,-205.18			// Point #3

// Smashable environment specs

0

// Ped specs

8

0GRASS1A.MAT				// Material name
0				// Movement index
24				// Group index
0.9				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

0GRASS1D.MAT				// Material name
0				// Movement index
39				// Group index
0.3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

ROAD.MAT				// Material name
0				// Movement index
39				// Group index
0.7				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

TILE2.MAT
0				// Movement index
24				// Group index
0.3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

TILE3.MAT
0				// Movement index
39				// Group index
0.3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

TILE02.MAT
0				// Movement index
8				// Group index
0.6				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

1NFLTURF.MAT
0				// Movement index
39				// Group index
2.0				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

VENT.MAT                         // Material name
0				// Movement index
4				// Group index
0.5				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

TRACKX.ACT				// Additional actor

// HORIZON STUFF

BERHORIZ		// Name of sky texture pixelmap (or "none")
10			// Horizontal repetitions of sky texture
32			// Vertical size of sky texture (degrees)
220			// Position of horizon (pixels below top)
fog			// Depth cue mode ("none", "dark" or "fog")
6,4			// Degree of fog/darkness
10,10,10		// Depth cue colour (red, green, blue )

// DEFAULT ENGINE NOISE

0

// SPECIAL EFFECTS VOLUMES

9				// # special effects volumes

DEFAULT WATER
0.2									// gravity multiplier
50									// viscosity multiplier
0									// Car damage per millisecond
0.002								// Pedestrian damage per millisecond
0									// camera effect index
1									// Sky colour
WATTY.MAT								// Windscreen material to use
5100								// Sound ID of entry noise
5100								// Sound ID of exit noise
2									// Engine noise index
0									// material index

//1
NEW IMPROVED!
0.044, 0.000, 8.078
-0.001, 0.708, 0.000
-3.384, -0.007, 0.018
130.694, -3.305, -88.067
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
GRIDDY.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

// 2
NEW IMPROVED!
-0.176, 0.000, -4.208
-0.003, 1.000, 0.000
8.087, 0.020, -0.339
96.050, -3.306, -87.902
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
GRIDDY.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

// 3
NEW IMPROVED!
-2.325, 0.000, -0.035
0.000, 0.720, 0.000
0.055, 0.000, -3.583
96.031, -3.305, -91.903
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
GRIDDY.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

//4
NEW IMPROVED!
0.076, 0.059, 2.880
-0.022, 2.073, -0.042
-2.960, -0.030, 0.058
116.915, -3.286, 24.598
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
GRIDDY.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

//5
NEW IMPROVED!
-0.016, 0.000, -2.929
-0.027, 2.073, 0.000
2.961, 0.038, -0.015
75.581, -3.290, 24.576
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
GRIDDY.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

//6
NEW IMPROVED!
2.986, 0.000, 0.027
0.000, 2.074, 0.000
-0.053, 0.000, 5.897
25.911, -3.285, -23.949
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
GRIDDY.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

//7
NEW IMPROVED!
2.405, 0.000, -0.012
0.000, 2.986, 0.000
0.017, 0.000, 3.457
15.681, -1.817, -159.552
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
0					// sky colour
GRIDDY.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

//8
NEW IMPROVED!
-0.213, -0.014, 15.758
-0.020, 2.074, 0.002
-26.571, -0.263, 1.194
15.462, -1.819, -178.210
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
0					// sky colour
STADY.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

// SOUND GENERATORS

0			// Number of generators

// REFLECTIVE WINDSCREEN SPECIFICATIONS

DRKSCRN.MAT				// Material to use for default screens
DRKSCRN.MAT				// Material to use for default screens during darkness
FOGSCRN.MAT				// Material to use for default screens during fog

0					// (ignore) # areas with different screens

// MAP DETAILS

berlmap.PIX						// Map pixelmap name

2.471,			0,		0		// World->map transformation matrix
0			0			0
0,		1.458,			0.001
163.691,	380.804,		0.054

// ****** START OF FUNK AND GROOVE STUFF ******

START OF FUNK

SSDIDDY.MAT
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
8
22
ssdiddy55
ssdiddy58
ssdiddy61
ssdiddy64
ssdiddy67
ssdiddy70
ssdiddy73
ssdiddy76
ssdiddy79
ssdiddy82
ssdiddy85
ssdiddy88
ssdiddy91
ssdiddy94
ssdiddy97
ssdiddy100
ssdiddy103
ssdiddy106
ssdiddy109
ssdiddy112
ssdiddy115
ssdiddy118


NEXT FUNK

SCIDIDDY.MAT
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
8
22
scididdly1
scididdly2
scididdly3
scididdly4
scididdly5
scididdly6
scididdly7
scididdly8
scididdly9
scididdly10
scididdly11
scididdly12
scididdly13
scididdly14
scididdly15
scididdly16
scididdly17
scididdly18
scididdly19
scididdly20
scididdly21
scididdly22

NEXT FUNK

VIDWALL.MAT
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
8
22
scididdly1
scididdly2
scididdly3
scididdly4
scididdly5
scididdly6
scididdly7
scididdly8
scididdly9
scididdly10
scididdly11
scididdly12
scididdly13
scididdly14
scididdly15
scididdly16
scididdly17
scididdly18
scididdly19
scididdly20
scididdly21
scididdly22

NEXT FUNK

GASSIGN.MAT
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
8
7
gasso1
gasso2
gasso3
gasso4
gasso5
gasso6
gasso7

NEXT FUNK

CAFE.MAT
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
8
3
cafe1
cafe2
cafe3

NEXT FUNK

HOTEL.MAT
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
2
12
hotel1
hotel2
hotel3
hotel4
hotel5
hotel6
hotel5
hotel6
hotel1
hotel7
hotel1
hotel7

NEXT FUNK

CHECK.MAT
constant
roll
continuous
0.2,0
no fucking lighting
no animation you cunt

NEXT FUNK

!SEE.MAT
constant
roll
continuous
0.2,0
no fucking lighting
no animation you cunt

END OF FUNK

START OF GROOVE

END OF GROOVE

// ****** START OF OPPONENT PATHS ******

// ****** START OF OPPONENT PATHS ******

START OF OPPONENT PATHS

71                              // Number of path nodes
  154.488,   -3.305, -120.323   // Node #0
  159.996,   -8.906, -153.835   // Node #1
   95.946,   -8.906, -152.055   // Node #2
   96.122,   -3.305, -120.280   // Node #3
  160.046,   -8.835, -177.680   // Node #4
  159.965,   -8.907, -207.115   // Node #5
  160.033,   -8.907, -224.034   // Node #6
  159.946,   -8.907, -240.221   // Node #7
   95.965,   -8.907, -224.037   // Node #8
   96.102,   -8.911, -207.071   // Node #9
  139.895,   -3.305,   38.748   // Node #10
   96.008,   -8.907, -178.990   // Node #11
   58.994,   -3.305, -180.368   // Node #12
   58.940,   -3.307, -206.991   // Node #13
   59.081,   -3.305, -152.827   // Node #14
   59.112,   -3.306, -133.646   // Node #15
   58.960,   -3.306, -120.161   // Node #16
   15.851,   -3.308, -120.033   // Node #17
   15.889,   -3.307, -133.725   // Node #18
   15.773,   -3.275,  -88.453   // Node #19
   57.444,   -3.305,  -87.995   // Node #20
   98.004,   -3.302,  -87.961   // Node #21
  139.550,   -3.308,  -87.955   // Node #22
   95.941,   -3.305,   38.743   // Node #23
   16.260,   -3.306,   38.982   // Node #24
  -29.738,   -3.327,   38.643   // Node #25
  -29.545,   -3.190,  -88.680   // Node #26
  -30.457,   -3.305, -119.895   // Node #27
  -30.052,   -3.305, -133.769   // Node #28
  -30.025,   -3.312, -176.288   // Node #29
  -30.054,   -3.306, -207.522   // Node #30
   79.133,   -3.307, -224.136   // Node #31
   59.222,   -3.307, -224.054   // Node #32
   46.955,   -3.306, -224.036   // Node #33
   15.070,   -3.306, -223.969   // Node #34
   14.958,   -3.306, -207.044   // Node #35
   14.903,   -3.307, -239.079   // Node #36
   47.099,   -3.306, -239.064   // Node #37
   79.068,   -3.306, -238.869   // Node #38
   94.460,   -3.005, -238.179   // Node #39
  -29.740,   -3.305, -239.046   // Node #40
  -29.759,   -3.227,  -39.900   // Node #41
   16.273,   -3.227,  -41.424   // Node #42
  -29.520,   -3.303,  -86.702   // Node #43
   16.107,   -3.275,  -82.165   // Node #44
   16.326,   -1.819, -165.004   // Node #45
   27.879,   -1.821, -174.029   // Node #46
    4.772,   -1.825, -186.182   // Node #47
   14.477,   -3.275,  -87.046   // Node #48
  -14.784,   -3.227,  -40.270   // Node #49
   16.341,   -3.227,  -38.027   // Node #50
  121.420,   -8.907, -207.115   // Node #51
  118.904,   -8.906, -179.480   // Node #52
  118.495,   -8.907, -207.113   // Node #53
  -21.794,   -3.286, -222.036   // Node #54
  154.050,   -8.906, -224.089   // Node #55
  157.681,   -8.906, -224.724   // Node #56
  139.548,   -3.305,  -78.954   // Node #57
  137.694,   -3.306,  -88.003   // Node #58
   61.883,   -3.305, -120.261   // Node #59
   58.981,   -3.305, -123.336   // Node #60
   56.212,   -3.305, -206.899   // Node #61
   10.765,   -3.306, -133.719   // Node #62
   14.214,   -3.305, -134.239   // Node #63
   95.861,   -3.306,  -80.585   // Node #64
   95.859,   -3.305,  -95.326   // Node #65
  153.446,   -8.906, -152.291   // Node #66
  150.735,   -8.856, -179.437   // Node #67
  160.052,   -8.846, -180.501   // Node #68
   58.561,   -3.306, -215.808   // Node #69
   46.144,   -3.286, -216.240   // Node #70

100                                            // Number of path sections
   1,   0,   0, 255,   0, 255,    1.0,    1   // Section #0
   2,  66,   0, 255,   0, 255,    0.7,    0   // Section #1
   2,   3,   0, 255,   0,  30,    1.0,    0   // Section #2
   3,   0,   0, 255,   0, 255,    0.7,    0   // Section #3
   4,   1,   0, 255,   0, 255,    1.0,    1   // Section #4
   5,  68,   0, 255,   0, 255,    1.0,    1   // Section #5
   6,   5,   0, 255,   0, 255,    1.0,    1   // Section #6
   7,   6,   0, 255,   0, 255,    1.0,    1   // Section #7
   8,  55,   0, 255,   0, 255,    0.5,    0   // Section #8
   8,   9,   0, 255,   0, 255,    1.0,    1   // Section #9
   9,  53,   0, 255,   0, 255,    1.0,    1   // Section #10
   0,  22,   0,  50,   0,  15,    1.0,    1   // Section #11
  11,  52,   0, 255,   0, 255,    1.0,    0   // Section #12
  12,  13,   0, 255,   0, 255,    0.8,    1   // Section #13
  13,   9,   0, 255,   0, 255,    1.0,    0   // Section #14
  11,   9,   0, 255,   0, 255,    1.0,    0   // Section #15
  11,   2,   0, 255,   0, 255,    1.0,    0   // Section #16
   2,  14,   0, 255,   0, 255,    0.5,    0   // Section #17
  14,  12,   0, 255,   0, 255,    0.8,    1   // Section #18
  15,  14,   0, 255,   0, 255,    0.8,    1   // Section #19
  15,  60,   0, 255,   0, 255,    0.7,    0   // Section #20
   3,  59,   0, 255,   0, 255,    0.7,    0   // Section #21
  17,  16,   0, 255,   0, 255,    0.7,    0   // Section #22
  17,  18,   0, 255,   0,  10,    1.0,    1   // Section #23
  18,  15,   0, 255,   0, 255,    0.8,    1   // Section #24
  19,  17,   0, 255,   0, 255,    1.0,    1   // Section #25
  20,  19,   0, 255,   0, 255,    0.6,    1   // Section #26
  21,  20,   0, 255,   0, 255,    0.6,    1   // Section #27
  22,  58,   0, 255,   0, 255,    1.0,    1   // Section #28
  10,  57,   0, 255,   0, 255,    1.0,    0   // Section #29
  11,  12,   0, 255,   0, 255,    0.9,    0   // Section #30
   3,  65,   0,  45,   0, 255,    1.0,    0   // Section #31
  21,  64,   0, 255,   0, 255,    0.4,    0   // Section #32
  23,  10,   0, 255,   0, 255,    1.0,    0   // Section #33
  24,  23,   0, 255,   0, 255,    1.0,    0   // Section #34
  24,  50,   0, 255,   0, 255,    1.0,    0   // Section #35
  24,  25,   0, 255,   0, 255,    1.0,    0   // Section #36
  25,  41,   0, 255,   0, 255,    1.0,    0   // Section #37
  26,  27,   0, 255,   0, 255,    1.0,    0   // Section #38
  27,  28,   0, 255,   0, 255,    1.0,    0   // Section #39
  28,  62,   0, 255,   0, 255,    0.7,    0   // Section #40
  27,  17,   0, 255,   0, 255,    1.0,    0   // Section #41
  28,  29,   0, 255,   0, 255,    1.0,    0   // Section #42
  29,  30,   0, 255,   0, 255,    1.0,    0   // Section #43
  30,  35,   0, 255,   0, 255,    1.1,    0   // Section #44
  31,   8,   0,  35,   0, 255,    0.7,    0   // Section #45
  32,  31,   0, 255,   0,  20,    0.7,    0   // Section #46
  33,  32,   0, 255,   0, 255,    0.7,    0   // Section #47
  33,  34,   0, 255,   0, 255,    0.7,    0   // Section #48
  35,  34,   0, 255,   0, 255,    0.5,    1   // Section #49
  13,  61,   0, 255,   0, 255,    1.3,    1   // Section #50
  34,  36,   0, 255,   0, 255,    0.6,    1   // Section #51
  36,  37,   0, 255,   0, 255,    1.0,    1   // Section #52
  37,  38,   0, 255,   0,  35,    1.0,    1   // Section #53
  31,  38,   0, 255,   0, 255,    0.5,    0   // Section #54
  38,  39,   0, 255,   0,  25,    0.7,    1   // Section #55
  39,   8,   0,  25,   0, 255,    1.0,    1   // Section #56
  33,  37,   0, 255,   0, 255,    0.6,    0   // Section #57
  36,  40,   0, 255,   0, 255,    1.0,    0   // Section #58
  40,  30,   0, 255,   0, 255,    1.0,    0   // Section #59
  16,  20,   0, 255,   0, 255,    0.7,    0   // Section #60
  41,  43,   0, 255,   0, 255,    1.0,    0   // Section #61
  42,  44,   0, 255,   0, 255,    1.0,    0   // Section #62
  43,  48,   0, 255,   0, 255,    0.4,    0   // Section #63
  43,  26,   0, 255,   0, 255,    1.0,    0   // Section #64
  45,  18,   0, 255,   0, 255,    1.5,    0   // Section #65
  46,  45,   0, 255,   0, 255,    1.0,    0   // Section #66
  47,  46,   0, 255,   0, 255,    1.0,    0   // Section #67
  47,  45,   0, 255,   0, 255,    1.0,    0   // Section #68
  48,  19,   0, 255,   0, 255,    0.5,    0   // Section #69
  48,  44,   0, 255,   0, 255,    0.6,    0   // Section #70
  42,  49,   0, 255,   0, 255,    0.4,    0   // Section #71
  49,  50,   0, 255,   0, 255,    0.4,    0   // Section #72
  49,  41,   0, 255,   0, 255,    0.4,    0   // Section #73
  50,  42,   0, 255,   0, 255,    1.0,    0   // Section #74
  51,  52,   0, 255,   0, 255,    0.2,    0   // Section #75
  51,   5,   0, 255,   0, 255,    1.0,    1   // Section #76
  52,  67,   0, 255,   0, 255,    1.0,    0   // Section #77
  52,  53,   0, 255,   0, 255,    0.2,    0   // Section #78
  53,  51,   0, 255,   0, 255,    1.0,    1   // Section #79
  30,  54,   0, 255,   0, 255,    0.7,    0   // Section #80
  55,  56,   0, 255,   0, 255,    0.3,    0   // Section #81
  56,   6,   0, 255,   0, 255,    0.3,    0   // Section #82
  34,  54,   0, 255,   0, 255,    0.7,    0   // Section #83
  57,  58,   0, 255,   0,  20,    0.6,    0   // Section #84
  58,  21,   0, 255,   0, 255,    1.0,    1   // Section #85
  59,  60,   0, 255,   0, 255,    0.5,    0   // Section #86
  59,  16,   0, 255,   0, 255,    0.7,    0   // Section #87
  32,  69,   0, 255,   0, 255,    0.7,    0   // Section #88
  61,  35,   0, 255,   0, 255,    1.3,    1   // Section #89
  62,  63,   0, 255,   0, 255,    0.4,    0   // Section #90
  63,  18,   0, 255,   0, 255,    0.4,    0   // Section #91
  64,  23,   0, 255,   0, 255,    1.0,    0   // Section #92
  65,  21,   0, 255,   0, 255,    0.5,    0   // Section #93
  66,   1,   0, 255,   0, 255,    0.5,    0   // Section #94
  67,   4,   0, 255,   0, 255,    0.5,    0   // Section #95
  67,  68,   0, 255,   0, 255,    0.5,    0   // Section #96
  68,   4,   0, 255,   0, 255,    1.0,    1   // Section #97
  70,  69,   0, 255,   0, 255,    1.0,    0   // Section #98
  69,  61,   0, 255,   0, 255,    0.7,    0   // Section #99

0                                                             // Number of cop start points

END OF OPPONENT PATHS

START OF DRONE PATHS

0     // version
0    // n_nodes

END OF DRONE PATHS

9					// number of material modifiers

// default material
1.0					// car wall friction
1.0					// tyre road friction
1.0					// down force
0.0					// bumpiness
0					// tyre sound index
0					// crash sound index
0					// scrape noise index
1.0					// sparkiness
1					// room for expansion
SKIDMARK.MAT				// skid mark material

//	material '0'
2.0					// car wall friction
0.7					// tyre road friction
1.0					// down force
5.0					// bumpiness
-1					// tyre sound index
-1					// crash sound index
-1					// scrape noise index
0.0					// sparkiness
3					// room for expansion
MUD1.MAT				// skid mark material

//	material '1'
1.5					// car wall friction
0.85					// tyre road friction
1.0					// down force
1.5					// bumpiness
-1					// tyre sound index
-1					// crash sound index
-1					// scrape noise index
0					// sparkiness
2					// room for expansion
MUD1.MAT				// skid mark material

//	material '2'
1.5					// car wall friction
1.2					// tyre road friction
1.0					// down force
8					// bumpiness
-1					// tyre sound index
-1					// crash sound index
-1					// scrape noise index
3					// sparkiness
1					// room for expansion
MUD1.MAT				// skid mark material

//	material '3'
1.5					// car wall friction
1.2					// tyre road friction
1.0					// down force
4					// bumpiness
-1					// tyre sound index
-1					// crash sound index
-1					// scrape noise index
5					// sparkiness
3					// room for expansion
MUD1.MAT				// skid mark material

//	material '4'
1.0					// car wall friction
1.0					// tyre road friction
1.0					// down force
1					// bumpiness
0					// tyre sound index
0					// crash sound index
0					// scrape noise index
0					// sparkiness
3					// room for expansion
MUD2.MAT				// room for expansion

//	material '5'
1.5					// car wall friction
1.5					// tyre road friction
1.0					// down force
0					// bumpiness
0					// tyre sound index
0					// crash sound index
0					// scrape noise index
0					// sparkiness
1					// room for expansion
0					// skid mark material

//	material '6'
2					// car wall friction
1					// tyre road friction
1.0					// down force
4					// bumpiness
-1					// tyre sound index
-1					// crash sound index
-1					// scrape noise index
5					// sparkiness
1					// room for expansion
MUD1.MAT				// skid mark material

// material '7'
1.0					// car wall friction
1.0					// tyre road friction
1.0					// down force
0.0					// bumpiness
-1					// tyre sound index
-1					// crash sound index
-1					// scrape noise index
0					// sparkiness
1					// room for expansion
none					// room for expansion

// Non CarObjects
10
00gas.txt
01pedx.txt
03traff.txt
05lite.txt
06fone.txt
07sign.txt
34ftree.txt
35tree.txt
37dc2.txt
38wrek.txt

3					// number of dust shade tables

61, 84, 33				// r g b values
0.25, 0.5, 0.75				// quarter, half and three quarter "strength"

92, 51, 34				// r g b values
0.25, 0.5, 0.75				// quarter, half and three quarter "strength"

227, 209, 143				// r g b values
0.25, 0.5, 0.75				// quarter, half and three quarter "strength"

6					// Number of network start points

155.488,   -3.305, -122.323			//1  -60.728,4.469,82.167
0

155.488,   -3.305, -120.323			//2
0

154.488,   -3.305, -122.323			//3
90

-101.912,4.438,-62.251			//4
270

-37.770,6.915,-174.348			//5
180

-60.824,6.915,-174.042			//6
180

1					// number of splash files
CASPLASH.PIX 				//  name of pixelmapfile for splashes

1

BERLIN1944.txt