VERSION 1

-,-,-
-,-
-,-
0.2 , 0.45		// LIGHTING strength for shady / lit areas
-6.410 , 0.1 , 4.332		// Position of centre of start of grid
-45			// Direction that grid faces in 





6		// The number of CHECKPOINTS

// Checkpoint #1
20,10,5						// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
18,-2,-13				// Point #0
18,2,-13				// Point #1
20,2,-10				// Point #2
20,-2,-10				// Point #3

// Checkpoint #2
20,10,5						// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
2,-2,-22				// Point #0
2,2,-22				// Point #1
-2.5,2,-22				// Point #2
-2.5,-2,-22				// Point #3

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

// Checkpoint #4
20,10,5						// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
19,-2,13				// Point #0
19,2,13				// Point #1
21,2,10				// Point #2
21,-2,10				// Point #3

// Checkpoint #5
20,10,5						// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
-18,-2,-12				// Point #0
-18,2,-12				// Point #1
-20,2,-9				// Point #2
-20,-2,-9				// Point #3

// Checkpoint #6
20,10,5						// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
-19,-2,14				// Point #0
-19,2,14				// Point #1
-21,2,11				// Point #2
-21,-2,11				// Point #3




0		// The number of SMASHABLE ENVIRONMENT SPECS





3		// The number of PED SPAWN MATERIALS

TUNROAD.MAT	// Name of the material which spawns peds.
0		// Movement index (?)
4		// Group index, see note 1.
3		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials (?)
0		// Number of exception materials (?)

DEZSOL3.MAT	// Name of the material which spawns peds.
0		// Movement index (?)
8		// Group index, see note 1.
2		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials (?)
0		// Number of exception materials (?)

YIN.MAT		// Name of the material which spawns peds.
0		// Movement index (?)
27		// Group index, see note 1.
9		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials (?)
0		// Number of exception materials (?)



-				// HORIZON STUFF
bigstand
16				// Horizontal repetitions of sky texture
750				// Vertical size of sky texture (degrees)
225				// Position of horizon (pixels below top)
colour				// Depth cue mode ("none", "dark" or "fog")
6,0				// Degree of fog/darkness
52,52,100			// Depth cue colour (red, green, blue )
-





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
10				// material index





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





GV_map.PIX		// The filename of the MAP PICTURE
8.292, 0, 0
0 , 0 , 0
0 , 8.292, 0.003
320 , 240 , 0





START OF FUNK
END OF FUNK





START OF GROOVE
END OF GROOVE





START OF OPPONENT PATHS

22
9.910, 0.1, -6.317		// 0
21.173,-1.25,-13.052	// 1
13.285, -1.25, -23.023	// 2
-0.418,-1.25,-25.627	// 3
-0.145, 0.1, -9.088		// 4
0.557,-1.25,24.972		// 5
14.307, -1.25, 22.913	// 6
22.148,-1.25,12.134	// 7
9.781, 0.1, 5.102		// 8
-11.241, 0.1, -5.701	// 9
-22.054,-1.25,-12.186	// 10
-27.592, -1.25, 0.868	// 11
-21.914,-1.25,13.383	// 12
-8.467, 0.1, 5.540		// 13
-14.237,-1.25,-23.142	// 14
-13.260,-1.25,23.575	// 15
26.939,-1.25,-1.156	// 16
0,0.1,0			// O
-0.140,0.1,-9.868		// A
-7.817,0.1,5.501		// C
0.140,0.1,10.252		// D
7.817,0.1,-5.397		// F

36
0 1  0  255  0  255  10.0  0    // Path 0
1 2  0  255  0  255  10.0  0    // Path 1
2 3  0  255  0  255  10.0  0    // Path 2
3 4  0  255  0  255  10.0  0    // Path 3
4 5  0  255  0  255  10.0  0    // Path 4
5 6  0  255  0  255  10.0  0    // Path 5
6 7  0  255  0  255  10.0  0    // Path 6
7 8  0  255  0  255  10.0  0    // Path 7
8 9  0  255  0  255  10.0  0    // Path 8
9 10  0  255  0  255  10.0  0    // Path 9
10 11  0  255  0  255  10.0  0    // Path 10
11 12  0  255  0  45  10.0  0    // Path 11
12 13  0  255  0  255  10.0  0    // Path 12
13 0  0  255  0  255  10.0  0    // Path 13
0 1  0  255  0  255  10.0  1    // Path 0
1 2  0  255  0  255  10.0  1    // Path 1
2 3  0  255  0  255  10.0  1    // Path 2
3 4  0  255  0  255  10.0  1    // Path 3
4 5  0  255  0  255  10.0  1    // Path 4
5 6  0  255  0  255  10.0  1    // Path 5
6 7  0  255  0  255  10.0  1    // Path 6
7 8  0  255  0  255  10.0  1    // Path 7
8 9  0  255  0  255  10.0  1    // Path 8
9 10  0  255  0  255  10.0  1    // Path 9
10 11  0  255  0  255  10.0  1    // Path 10
11 12  0  255  0  45  10.0  1   // Path 11
12 13  0  255  0  255  10.0  1    // Path 12
13 0  0  255  0  255  10.0  1    // Path 13
14 3  0  255  0  255  10.0  1    // Path 14
15 5  0  255  0  255  10.0  1    // Path 15
16 1  0  255  0  255  10.0  1    // Path 16
17 0  0  255  0  255  10.0  1    // Path 17
18 4  0  255  0  255  10.0  1    // Path 18
19 17  0  255  0  255  10.0  1    // Path 19
20 5  0  255  0  255  10.0  1    // Path 20
21 1  0  255  0  255  10.0  1    // Path 21

0

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





0		// The number of NONCAR TYPES





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