VERSION 1

-,-,-
-,-
-,-
0.15 , 0.8		// LIGHTING strength for shady / lit areas
-5 , -2.3 , 0.5		// Position of centre of start of grid
270			// Direction that grid faces in 





0		// The number of CHECKPOINTS





0		// The number of SMASHABLE ENVIRONMENT SPECS





1		// The number of PED SPAWN MATERIALS

PlateB			// Material name
0				// Movement index
35				// Group index
30				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials




-			// HORIZON STUFF
greyHills			// Name of sky texture pixelmap (or "none")
5			// Horizontal repetitions of sky texture
60			// Vertical size of sky texture (degrees)
150			// Position of horizon (pixels below top)
colour			// Depth cue mode ("none", "dark" or "fog")
16,4			// Degree of fog/darkness
72,70,79		// Depth cue colour 205,132,53
-





2				// The number of SPECIAL EFFECTS VOLUMES

DEFAULT water
0.25				// gravity multiplier
200				// viscosity multiplier
0				// Car damage per millisecond
0.002				// Pedestrian damage per millisecond
0				// camera effect index
1				// sky colour
none				// Windscreen texture to use
5100				// Sound ID of entry noise
5100				// Sound ID of exit noise
2				// Engine noise index
10				// material index

//fan blast
BOX
4.1, 0 , 0		// Offset from center for X-axis. (for both sides: left and right)
0, 2, 0		// Offset for Y-axis. (above and below center) Look at the picture too.
0, 0, 4.1	// Offset for Z-axis (forward and back from center)
0 , -1, 0		// Center point of the box in the world. (Coordinates: x,y,z)
-0.3				// gravity multiplier
1.00				// viscosity multiplier
0.00				// Car damage per millisecond
0.00				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
NONE				// Windscreen texture to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index
SATURATED		// Sound type
continuous
0
1
4362			 // Sound IDs. (get them from data/sound/sound.txt)





0			// The number of sound generators
-
-
-
-





BlunderDome_map.PIX		// The filename of the MAP PICTURE
15.514 , 0 , 0			// World -> map transformation matrix
0 , 0 , 0
0 , 15.514 , 0.006
319.525,241.818,0.001





START OF FUNK

FAN1
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
24
3
FAN1
FAN2
FAN3


NEXT FUNK

MOVA1
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
10
20
movA1
movA2
movA3
movA4
movA5
movA6
movA7
movA8
movA9
movA10
movA11
movA12
movA13
movA14
movA15
movA16
movA17
movA18
movA19
movA20

END OF FUNK





START OF GROOVE
END OF GROOVE





START OF OPPONENT PATHS
//generated with CoffeyCup's PathMaker

9 // total nodes
10,2,0      // node0
6.6,2,-6.6      // node1
0,2,-10      // node2
-6.6,2,-6.6      // node3
-10,2,0      // node4
-6.6,2,6.6      // node5
0,2,10      // node6
6.6,2,6.6      // node7
-5,-2.3, 0.5      // node8

10 // total paths
0 1 0 255 0 255 10.0 0 // Path0
1 2 0 255 0 255 10.0 0 // Path1
2 3 0 255 0 255 10.0 0 // Path2
3 4 0 255 0 255 10.0 0 // Path3
4 5 0 255 0 255 10.0 0 // Path4
5 6 0 255 0 255 10.0 0 // Path5
6 7 0 255 0 255 10.0 0 // Path6
7 0 0 255 0 255 10.0 0 // Path7
8 0 0 255 0 255 10.0 0 // Path8
2 6 0 255 0 255 10.0 0 // Path9

0 // Number of cop start points

END OF OPPONENT PATHS





START OF DRONE PATHS

2	// Version
0	// The number of path points

END OF DRONE PATHS





1				// The number of DRIVING SURFACE TYPES

// Default material
1			// car wall friction
1			// tyre road friction
1			// downforce
0			// bumpiness
0			// tyre sound index
0			// crash sound index
0			// scrape noise index
1			// sparkiness
1			// "room for expansion"
SKIDMARK.MAT	// the filename of tire marks





2		// The number of NONCAR TYPES
36tyre.txt
32scrapcar01.txt



3					// The number of TIRE DUST TYPES

61 , 84 , 33			// Red/Green/Blue values
0.25 , 0.50 , 0.75		// Quarter, half and three quarter "strength"

92 , 51 , 34			// Red/Green/Blue values
0.25 , 0.50 , 0.75		// Quarter, half and three quarter "strength"

227 , 209 , 143			// Red/Green/Blue values
0.25 , 0.50 , 0.75		// Quarter, half and three quarter "strength"





1			// Number of MULTIPLAYER START POINTS

4.5 , 0.5 , 9.3		// #1	, Start point coordinates
180				//	, Starting angle	





1				// Number of splash files
CASPLASH.PIX		// Name of pixelmap files for splashes

1
BlunderDome.TXT		// Track's filename (For example: Newcity2.txt)