VERSION 1

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

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

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

-72.732, 0.001, 26.819	// Position of centre of start of grid
0		        // Direction that grid faces in

// Laps, checkpoints etc
0		// How many checkpoints?

// Smashable environment specs
0		// How many smashable environment specs?

// Ped specs
2		// How many materials (textures) that spawn peds?

KERB3							// Material name
0									// Movement index
45									// Group index
0.7									// Peds per 100 square metres
1									// Number of exclusion materials
1									// Exclusion flags (1 = OK when scared)
ROAD1								// Exclusion material #1 name
0

ROADhazz							// Material name
0									// Movement index
67									// Group index
1.3									// Peds per 100 square metres
1									// Number of exclusion materials
1									// Exclusion flags (1 = OK when scared)
ROAD1								// Exclusion material #1 name
0

TRACKX.ACT			// Additional actor (This is useless)

// HORIZON STUFF

GRAYSKY				// Name of sky texture pixelmap (or "none")
4                               // Horizontal repetitions of sky texture
60                              // Vertical size of sky texture (degrees)
180                             // Position of horizon (pixels below top)
colour                          // Depth cue mode ("none", "dark" or "fog")
10,0                            // Degree of fog/darkness
120,120,120                     // Depth cue colour (red, green, blue ) 

// DEFAULT ENGINE NOISE (Probably useless)
0

// SPECIAL EFFECTS VOLUMES

1				// # special effects volumes

DEFAULT water
0.2				// gravity multiplier
250.0				// 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

// SOUND GENERATORS
0				// Number of sound 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

Nothing.PIX			// Map pixelmap name

2.549 , 0.000 , 0.000			// World -> map transformation matrix
0.000 , 0.000 , 0.000
0.000 , 2.927 , 0.001
329.966 , 249.390 , 0.004

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

START OF FUNK

END OF FUNK

START OF GROOVE

END OF GROOVE

START OF OPPONENT PATHS

34			// How many path nodes?

  -72.786 , 0.001 ,   11.247                  // 0
  -72.734 , 0.715 ,    4.440                  // 1
  -85.875 , 0.715 ,    4.458                  // 2
  -94.699 , 0.001 ,    4.405                  // 3
 -109.366 , 0.001 ,    4.440                  // 4
 -109.236 , 0.001 ,  -44.442                  // 5
  -72.736 , 0.001 ,  -44.442                  // 6
  -72.743 , 0.001 ,  -66.875                  // 7
  -56.404 , 0.001 ,  -66.875                  // 8
  -56.372 , 0.001 ,  -44.421                  // 9
   56.332 , 0.001 ,  -44.421                  // 10
   56.332 , 0.001 ,  -34.634                  // 11
   65.735 , 0.001 ,  -34.753                  // 12
   65.766 , 0.001 ,  -25.288                  // 13
   65.730 , 0.781 ,  -14.216                  // 14
   65.712 , 0.781 ,  -10.476                  // 15
   65.730 , 0.001 ,   -6.517                  // 16
   65.735 , 0.001 ,   26.918                  // 17
  102.161 , 0.001 ,   26.918                  // 18
  102.205 , 0.001 ,   32.030                  // 19
  102.248 , 1.456 ,   39.315                  // 20
  102.240 , 1.456 ,   59.894                  // 21
   65.708 , 1.456 ,   59.894                  // 22
   65.726 , 1.456 ,   40.693                  // 23
   56.323 , 0.001 ,   40.569                  // 24
   56.341 , 0.001 ,    4.397                  // 25
  -21.535 , 0.001 ,    4.379                  // 26
  -21.535 , 0.001 ,   33.569                  // 27
   -7.789 , 0.001 ,   33.267                  // 28
    6.235 , 0.001 ,   33.959                  // 29 
   20.924 , 0.001 ,   33.702                  // 30
   21.578 , 0.001 ,   59.841                  // 31
  -72.711 , 0.001 ,   59.718                  // 32
  -72.723 , 0.001 ,   45.059                  // 33

34			// How many path sections?

   0 , 1  ,   0, 255,   0, 255,    1.0,    1        // Section #1
   1 , 2  ,   0, 255,   0, 255,    1.0,    1        // Section #2
   2 , 3  ,   0, 255,   0, 255,    1.0,    1        // Section #3
   3 , 4  ,   0, 255,   0, 255,    1.0,    1        // Section #4
   4 , 5  ,   0, 255,   0, 255,    1.0,    1        // Section #5
   5 , 6  ,   0, 255,   0, 255,    1.0,    1        // Section #6
   6 , 7  ,   0, 255,   0, 255,    1.0,    1        // Section #7
   7 , 8  ,   0, 255,   0, 255,    1.0,    1        // Section #8
   8 , 9  ,   0, 255,   0, 255,    1.0,    1        // Section #9
   9 , 10 ,   0, 255,   0, 255,    1.0,    1        // Section #10
  10 , 11 ,   0, 255,   0, 255,    1.0,    1        // Section #11
  11 , 12 ,   0, 255,   0, 255,    1.0,    1        // Section #12
  12 , 13 ,   0, 255,   0, 255,    1.0,    1        // Section #13
  13 , 14 ,   0, 255,   0, 255,    1.0,    1        // Section #14
  14 , 15 ,   0, 255,   0, 255,    1.0,    1        // Section #15
  15 , 16 ,   0, 255,   0, 255,    1.0,    1        // Section #16
  16 , 17 ,   0, 255,   0, 255,    1.0,    1        // Section #17
  17 , 18 ,   0, 255,   0, 255,    1.0,    1        // Section #18
  18 , 19 ,   0, 255,   0, 255,    1.0,    1        // Section #19
  19 , 20 ,   0, 255,   0, 255,    1.0,    1        // Section #20
  20 , 21 ,   0, 255,   0, 255,    1.0,    1        // Section #21
  21 , 22 ,   0, 255,   0, 255,    1.0,    1        // Section #22
  22 , 23 ,   0, 255,   0, 255,    1.0,    1        // Section #23
  23 , 24 ,   0, 255,   0, 255,    1.0,    1        // Section #24
  24 , 25 ,   0, 255,   0, 255,    1.0,    1        // Section #25
  25 , 26 ,   0, 255,   0, 255,    1.0,    1        // Section #26
  26 , 27 ,   0, 255,   0, 255,    1.0,    1        // Section #27
  27 , 28 ,   0, 255,   0, 255,    1.0,    1        // Section #28
  28 , 29 ,   0, 255,   0, 255,    1.0,    1        // Section #29
  29 , 30 ,   0, 255,   0, 255,    1.0,    1        // Section #30
  30 , 31 ,   0, 255,   0, 255,    1.0,    1        // Section #31
  31 , 32 ,   0, 255,   0, 255,    1.0,    1        // Section #32
  32 , 33 ,   0, 255,   0, 255,    1.0,    1        // Section #33
  33 ,  0 ,   0, 255,   0, 255,    1.0,    1        // Section #33

0			// Number of cop start points

END OF OPPONENT PATHS

START OF DRONE PATHS

2	// version
0	// n_nodes

END OF DRONE PATHS

4				// 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		// skidmark material

// grass
1.5				// car wall friction
0.4				// tyre road friction
1.0				// down force
0.0				// bumpiness
-1				// tyre sound index
-1				// crash sound index
-1				// scrape noise index
0.0				// sparkiness
1				// room for expansion
MUD1.MAT		// skidmark material

// grass2
1.5				// car wall friction
0.5				// tyre road friction
1.0				// down force
0.0				// bumpiness
-1				// tyre sound index
-1				// crash sound index
-1				// scrape noise index
0.0				// sparkiness
1				// room for expansion
MUD1.MAT		// skidmark material

// hedge
1.5				// car wall friction
0.0				// tyre road friction
1.0				// down force
0.0				// bumpiness
-1				// tyre sound index
-1				// crash sound index
-1				// scrape noise index
0.0				// sparkiness
1				// room for expansion
SKIDMARK.MAT		// skidmark material

// Non CarObjects
11				// Number of noncar types
00trash.txt
01boxes.txt
02lamp.txt
03traffic.txt
25news.txt
27tree02.txt
28tree03.txt
64DUMPSTER.txt
66icecreme.txt
67open.txt
90mailbox.txt


3				// Number of dust shade tables

61 , 84 , 33		// RGB values
0.25 , 0.5 , 0.75		// quarter, half and three quarter "strength"

92 , 51 , 34		// RGB values
0.25 , 0.5 , 0.75		// quarter, half and three quarter "strength"

227 , 209 , 143		// RGB values
0.25 , 0.5 , 0.75		// quarter, half and three quarter "strength"

1				// Number of network start points

-0.62 , -2.2 , -10.26		// 1
180													

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

1
GARCIDE.TXT		// Filename of the track (another example: NewCity2.txt)