VERSION 1

-,-,-
-,-
-,-
0.15 , 0.8		// LIGHTING strength for shady / lit areas
-35 , 0 , 2.2		// Position of centre of start of grid
270			// Direction that grid faces in 





8		// The number of CHECKPOINTS
// Checkpoint #1
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
80,	-0.5,	7			// Point #0
80,	1.5,	7			// Point #1
78,	1.5,	9.7			// Point #2
78,	-0.5,	9.7			// Point #3

// Checkpoint #2
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
16.4,	-0.5,	-26			// Point #0
16.4,	1.5,	-26			// Point #1
20,	1.5,	-26			// Point #2
20,	-0.5,	-26			// Point #3

// Checkpoint #3
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
97,	-0.5,	-40			// Point #0
97.4,	1.5,	-40			// Point #1
97,	1.5,	-36			// Point #2
97,	-0.5,	-36			// Point #3

// Checkpoint #4
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
38,	5.5,	-22			// Point #0
38.4,	7.5,	-22			// Point #1
42,	7.5,	-22			// Point #2
42,	5.5,	-22			// Point #3

// Checkpoint #5
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
7,	5.5,	-43.4			// Point #0
7.4,	7.5,	-43.4			// Point #1
7,	7.5,	-39.4			// Point #2
7,	5.5,	-39.4			// Point #3

// Checkpoint #6
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
-97,	-0.5,	-40			// Point #0
-97,	1.5,	-40			// Point #1
-97,	1.5,	-36			// Point #2
-97,	-0.5,	-36			// Point #3

// Checkpoint #7
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
-107.5,	-0.5,	33.3		// Point #0
-107.5,	1.5,	33.3			// Point #1
-103.5,	1.5,	33.3			// Point #2
-103.5,	-0.5,	33.3		// Point #3

// Checkpoint #8
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
-61,	-0.5,	0			// Point #0
-61,	1.5,	0			// Point #1
-61,	1.5,	3.7			// Point #2
-61,	-0.5,	3.7			// Point #3



1		// The number of SMASHABLE ENVIRONMENT SPECS

// Start of smashable item
0							// Flags
g\25glass1						// Name of trigger material
texturechange						// Mode
glass1_brekin						// Intact pixelmap
3							// Number of levels

0.2							// Trigger threshold
0							// Flags
solid							// Collision type

	// Connotations:
	
	1						// number of possible sounds
	4530						// sound ID
	
	0						// Shrapnel count
	
	0						// Explosion size
	none						// Slick material
	0						// Number of non-cars activated
	0						// Radius of side-effect smashes
	0						// Extensions flags
	0						// Room turn on code
	none						// Award code
	0						// No run-time variable changes

1							// Number of pixelmaps
glass1_brekin						// Pixelmap

0.6							// Trigger threshold
0							// Flags
solid							// Collision type

	// Connotations:
	
	1						// number of possible sounds
	4530						// sound ID
	
	0						// Shrapnel count
	
	0						// Explosion size
	none						// Slick material
	0						// Number of non-cars activated
	0						// Radius of side-effect smashes
	0						// Extensions flags
	0						// Room turn on code
	none						// Award code
	0						// No run-time variable changes

1							// Number of pixelmaps
glass1_brekin						// Pixelmap

0.8							// Trigger threshold
0							// Flags
PASSTHROUGH						// Collision type

	// Connotations:
	
	1						// number of possible sounds
	4501						// sound ID
	
	1						// Shrapnel count
		shards					// Shrapnel type
		0,18										// Min, max towards you speed
		0.3										// Impactee velocity factor
		0.5										// Random velocity (max)
		0										// Random up velocity (max)
		0										// Random normal velocity (max)
		15.0			// Random spin rate (max)
		1.5,2.5			// Min time, Max time
		.4										// Min cut length
		0										// flags
R\25GL5		// Shrapnel material

0			// Explosion size
none			// Slick material
0			// Number of non-cars activated
0			// Radius of side-effect smashes
0			// Extensions flags
0			// Room turn on code
none			// Award code
0			// No run-time variable changes

1				// Number of pixelmaps
glass1_broke			// Pixelmap

0				// Reserved 1
0				// Reserved 2
0				// Reserved 3
0				// Reserved 4






6		// The number of PED SPAWN MATERIALS

OldSlabs			// Material name
0				// Movement index
4				// Group index
3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

BrickFlo
0				// Movement index
7				// Group index 65
2				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

Slats1
0				// Movement index
7				// Group index 65
3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

2Grass
0				// Movement index
4				// Group index 65
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

Rooftop3
0				// Movement index
8				// Group index 65
.5				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

Road1
0				// Movement index
4				// Group index 65
.3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials


-			// HORIZON STUFF
cloudy2		// Name of sky texture pixelmap (or "none")
5			// Horizontal repetitions of sky texture
60			// Vertical size of sky texture (degrees)
230			// Position of horizon (pixels below top)
colour			// Depth cue mode ("none", "dark" or "fog")
9,1			// Degree of fog/darkness
45,47,51		// Depth cue colour 205,132,53
-





1				// 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
11				// material index 10





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





CommieMap.PIX		// The filename of the MAP PICTURE
1.953 , 0 , 0			// World -> map transformation matrix
0 , 0 , 0
0 , 3.062 , 0.001
278.489 , 240 , 0





START OF FUNK
END OF FUNK





START OF GROOVE
END OF GROOVE





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

39 // total nodes
0,0,1      // node0
36.6,01,2.2      // node1
74,01,2      // node2
109,01,2.2      // node3
145,01,2.2      // node4
145,0,-38      // node5
109,0,-38      // node6
72,0,-38      // node7
36,0,-38      // node8
0,0,-38      // node9
-29,0,-38      // node10
-66,0,-38      // node11
-105,0,-38      // node12
-105,0,38      // node13
-66,0,38      // node14
-29,0,38      // node15
0,0,38      // node16
36,0,38      // node17
72,0,38      // node18
109,0,38      // node19
145,0,38      // node20
-66,01,2.2      // node21
//thru buildings
86,0,20      // node22
54,0,20      // node23
54,0,56      // node24
18,0,56      // node25
18,01,2.2      // node26
18,0,-55      // node27
72,0,-55      // node28
//ramps
109,0,35      // node29
40,6,35      // node30
40,6,-70      // node31
69,6,-70      // node32
69,6,-42      // node33
32,6,-42      // node34
//river
0,0,-74      // node35
-15,0,-74    // node36
-15,0,74     // node37
0,0,74       // node38

53 // total paths
0 1 0 255 0 25 2.0 1 // Path0
1 2 0 255 0 25 2.0 1 // Path1
2 3 0 255 0 25 2.0 0 // Path2
3 4 0 255 0 25 2.0 0 // Path3
4 5 0 255 0 25 2.0 0 // Path4
5 6 0 255 0 25 2.0 0 // Path5
6 3 0 255 0 25 2.0 1 // Path6
7 6 0 255 0 25 2.0 1 // Path7
8 7 0 255 0 25 2.0 0 // Path8
9 8 0 255 0 25 2.0 0 // Path9
10 11 0 255 0 25 2.0 0 // Path10
11 12 0 255 0 25 2.0 0 // Path11
12 13 0 255 0 25 2.0 1 // Path12
13 14 0 255 0 25 2.0 1 // Path13
14 15 0 255 0 25 2.0 0 // Path14
15 16 0 255 0 25 2.0 0 // Path15
16 17 0 255 0 25 2.0 0 // Path16
17 18 0 255 0 25 2.0 0 // Path17
18 19 0 255 0 25 2.0 0 // Path18
19 20 0 255 0 25 2.0 0 // Path19
20 4 0 255 0 25 2.0 0 // Path20
2 7 0 255 0 25 2.0 0 // Path21
8 1 0 255 0 25 2.0 0 // Path22
0 9 0 255 0 25 2.0 0 // Path23
10 15 0 255 0 25 2.0 0 // Path24
14 21 0 255 0 25 2.0 1 // Path25
16 9 0 255 0 25 2.0 0 // Path26
1 17 0 255 0 25 2.0 0 // Path27
18 2 0 255 0 25 2.0 0 // Path28
3 19 0 255 0 25 2.0 0 // Path29
11 21 0 255 0 25 2.0 0 // Path30
21 0 0 255 0 25 2.0 1 // Path31
//thru building
2 22 0 255 0 255 2.0 1 // Path32
22 23 0 255 0 255 4.0 1 // Path33
23 24 0 255 0 100 4.0 1 // Path34
24 25 0 255 0 100 4.0 1 // Path35
25 26 0 255 0 100 4.0 1 // Path36
26 27 0 255 0 100 4.0 1 // Path37
27 28 0 255 0 100 4.0 1 // Path38
28 7 0 255 0 100 4.0 1 // Path39
18 7 0 255 0 100 4.0 0 // Path40
//roof
3 29 0 255 0 100 2.0 1 // Path41
29 30 0 255 0 10 2.0 1 // Path42
30 31 0 255 0 10 2.0 1 // Path43
31 32 0 255 0 10 2.0 1 // Path44
32 33 0 255 0 70 2.0 1 // Path45
33 34 0 255 0 70 2.0 1 // Path46
34 12 0 255 0 255 2.0 1 // Path47
//escape river
35 9 0 255 0 255 3.0 0 // Path48
36 35 0 255 0 255 3.0 0 // Path49
37 36 0 255 0 255 3.0 0 // Path50
37 38 0 255 0 255 3.0 0 // Path51
38 16 0 255 0 255 3.0 0 // Path52

0 // Number of cop start points

END OF OPPONENT PATHS





START OF DRONE PATHS

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

// 0 node
-102, 0, -37
hatch01
0
1
1, 0, 0, 0

// 1 node
-67, 0, -37
est02red
0
1
2, 0, 0, 0

// 2 node
-1, 0, -37
sedan01
0
1
3, 0, 0, 0

// 3 node
71.5, 0, -37
est02red
0
1
4, 0, 0, 0

// 4 node
143.7, 0, -37
estate01
0
1
5, 0, 0, 0

// 5 node
143.7, 0, -1
est02red
0
1
6, 0, 0, 0

// 6 node
71.5, 0, -1
hatch01
0
2
7, 0, 0, 0
3, 0, 0, 0

// 7 node
-1, 0, -1
est02red
0
2
8, 0, 0, 0
2, 0, 0, 0

// 8 node
-67, 0, -1
mover01
0
2
1, 0, 0, 0
11, 0, 0, 0

// 9 node
-102, 0, -1
est02red
0
1
0, 0, 0, 0


// 10 node
-102, 0, 37
sedan01
0
1
0, 0, 0, 0

// 11 node
-67, 0, 37
est02red
0
2
12, 0, 0, 0
10, 0, 0, 0

// 12 node
-1, 0, 37
mover01
0
2
13, 0, 0, 0
7, 0, 0, 0

// 13 node
71.5, 0, 37
est02red
0
2
14, 0, 0, 0
6, 0, 0, 0

// 14 node
143.7, 0, 37
estate01
0
1
5, 0, 0, 0

// more traffic

// 15 node
-29, 0, -1
est02red
0
1
8, 0, 0, 0

// 16 node
-26, 0, -1
mover01
0
1
8, 0, 0, 0

// 17 node
-23, 0, -1
est02red
0
1
8, 0, 0, 0

// 18 node
-20, 0, -1
sedan01
0
1
8, 0, 0, 0

// 19 node
-17, 0, -1
est02red
0
1
8, 0, 0, 0

// 20 node
-14, 0, -1
hatch01
0
1
8, 0, 0, 0

// 21 node
26, 0, -1
mover01
0
1
8, 0, 0, 0

// 22 node
23, 0, -1
est02red
0
1
8, 0, 0, 0

// 23 node
20, 0, -1
sedan01
0
1
8, 0, 0, 0

// 24 node
17, 0, -1
est02red
0
1
7, 0, 0, 0

// 25 node
14, 0, -1
hatch01
0
1
8, 0, 0, 0


// 26 node
86, 0, -1
mover01
0
1
7, 0, 0, 0

// 27 node
83, 0, -1
est02red
0
1
8, 0, 0, 0

// 28 node
80, 0, -1
sedan01
0
1
7, 0, 0, 0

// 29 node
77, 0, -1
est02red
0
1
8, 0, 0, 0

// 30 node
74, 0, -1
hatch01
0
1
7, 0, 0, 0


END OF DRONE PATHS





4				// 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

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


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

//	material '2'
1.0			// car wall friction
1.0			// tyre road friction
1.0			// down force
7.0			// bumpiness
0			// tyre sound index
0			// crash sound index
0			// scrape noise index
1.0			// sparkiness
2			// room for expansion
DESKID.MAT		// skid mark material





18		// The number of NONCAR TYPES
50bigTrffc.TXT
51streetLt.TXT
11bench.txt
52trBarrl.TXT
85newTree.txt
49shopCart.TXT
75plant01.txt
73waitchairs.txt
74wtable.txt
68cokeMach.TXT
55shopSign.TXT
56shopSign2.TXT
47newsbox.TXT
54newstnd.TXT
73postalBox.TXT
67cone.TXT
53dumpster.TXT
61pallet.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

0 , 0 , 1		// #1	, Start point coordinates
270				//	, Starting angle	





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

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