
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

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


54.061,0.825,23.629			// Position of centre of start of grid
0									// Direction that grid faces in

// Laps, checkpoints etc

4									// # checkpoints
// Checkpoint #1
20,10,5								// Timer increment for each skill level (ped mode)
1									// # quads for this checkpoint
16.504,100,-28.886						// Point #0
16.504,-100,-28.886						// Point #1
16.486,-100,-24.257						// Point #2
16.486,100,-24.257						// Point #3

// Checkpoint #2
20,10,5								// Timer increment for each skill level (ped mode)
1									// # quads for this checkpoint
43.935,100,-154.708						// Point #0
43.935,-100,-154.708						// Point #1
39.320,-100,-154.719						// Point #2
39.320,100,-154.719						// Point #3

// Checkpoint #3
20,10,5								// Timer increment for each skill level (ped mode)
1									// # quads for this checkpoint
-40.455,100,-107.092						// Point #0
-40.455,-100,-107.092						// Point #1
-37.971,-100,-104.528						// Point #2
-37.971,100,-104.528						// Point #3

// Checkpoint #4
20,10,5								// Timer increment for each skill level (ped mode)
1									// # quads for this checkpoint
4.530,100,87.979							// Point #0
4.530,-100,87.979							// Point #1
4.510,-100,83.806							// Point #2
4.510,100,83.806							// Point #3


// Smashable environment specs

7

// Start of smashable item

0										// flags
&petpump.act								      // Name of trigger &model
replacemodel								// Mode 
1										// Removal threshold

//Connotations
1										// number of possible sounds
5400										// sound id

1										// count

		noncars									// Shrapnel type
		0,0										// Min, max towards you speed
		0.6										// Impactee velocity factor
		0										// Random velocity (max)
		30										// Random up velocity (max)
		0										// Random normal velocity (max)
		2.0										// Random spin rate (max)
		
		actorbased									// How the shrapnel bits are initially placed in the World
		-1,-1										// Min number,Max number (-1,-1 means use exactly one of each type of bit)
		100										// % Chance of fire/smoke
		1										// Number of fires/smoke columns
		0,0										// Min,Max smokiness (0 = fire, 1 = black smoke, 2 = grey smoke, 3 = white smoke)
		&petpump.act								// Name of actor file
		1										// Number of separate actors in file
		&petpump.act								// Actor name
		99petpump.txt								// Non-car text file to use for the above actor
		
3										// Number of explosion groups
	1,1										// min count, max count
	0,0										// min start delay, max start delay
	0,0.25,0								// offset
	0,0.1									// min x factor, max x factor
	0,0.1									// min y factor, max y factor
	0,0.1									// min z factor, max z factor
	8,8										// min frame rate, max frame rate
	15,15									// min scaling factor, max scaling factor
	randomrotate							// rotate mode
	7										// number of frames
		50									// opacity
		ex00001							// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8										// min count, max count
	0.1,0.3									// min start delay, max start delay
	0,0.25,0								// offset
	0.2,0.7									// min x factor, max x factor
	0.2,0.7									// min y factor, max y factor
	0.2,0.7									// min z factor, max z factor
	7,11									// min frame rate, max frame rate
	7,9										// min scaling factor, max scaling factor
	randomrotate							// rotate mode
	7										// number of frames
		50									// opacity
		ex00001							// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15									// min count, max count
	0.15,0.6								// min start delay, max start delay
	0,0.25,0								// offset
	0.5,1.1									// min x factor, max x factor
	0.5,1.1									// min y factor, max y factor
	0.5,1.1									// min z factor, max z factor
	7,12									// min frame rate, max frame rate
	4,6										// min scaling factor, max scaling factor
	randomrotate							// rotate mode
	7										// number of frames
		50									// opacity
		ex00001							// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007


none										// slick material
0										// no. of non car cuboids activated
1
1,3
*.DAT
relative
-1,-1,-1
1,1,1
away
-10

0										// extensions flags
14										// room turn on code
singleshot										// award code
3000
20
130
0
0										// no. run time variable changes

petpump_broke									// new model
100										// %chance fire
1
0,0

0										// reserved 1
0										// reserved 2
0										// reserved 3
0										

// Start of smashable item
0										// Flags

Advert2								// Name of trigger material
texturechange									// Mode
Advert2									// Intact pixelmap
1										// Number of levels

.5									// Trigger threshold
0										// Flags
edges          							// Collision type solid edge

	// Connotations:
	
	1										// number of possible sounds
	4202	

	1										// Shrapnel count
		ghostparts									// Shrapnel type
		0,0										// Min, max towards you speed
		0.6										// Impactee velocity factor
		0.7										// Random velocity (max)
		1										// Random up velocity (max)
		0										// Random normal velocity (max)
		6.0									// Random spin rate (max)
		
		actorbased
		
		1.5,2.5									// Min time, Max time
		-1										// count
		-1
		Adv2_smsh.act							// Shrapnel actor
	
	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 pixelmap
Advert2_broke									// Pixelmap - waiting for Russ to name


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

// Start of smashable item
0										// Flags

Advert3								// Name of trigger material
texturechange									// Mode
Advert3									// Intact pixelmap
1										// Number of levels

.5									// Trigger threshold
0										// Flags
edges          							// Collision type solid edge

	// Connotations:
	
	1										// number of possible sounds
	4202	

	1										// Shrapnel count
		ghostparts									// Shrapnel type
		0,0										// Min, max towards you speed
		0.6										// Impactee velocity factor
		0.7										// Random velocity (max)
		1										// Random up velocity (max)
		0										// Random normal velocity (max)
		6.0									// Random spin rate (max)
		
		actorbased
		
		1.5,2.5									// Min time, Max time
		-1										// count
		-1
		Adv3_smsh.act							// Shrapnel actor
	
	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 pixelmap
Advert3_broke									// Pixelmap - waiting for Russ to name


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


// Start of smashable item
0										// Flags

cinema01								// Name of trigger material
texturechange									// Mode
cinema01									// Intact pixelmap
1										// Number of levels

.5									// Trigger threshold
0										// Flags
edges          							// Collision type solid edge

	// Connotations:
	
	1										// number of possible sounds
	4202	

	1										// Shrapnel count
		ghostparts									// Shrapnel type
		0,0										// Min, max towards you speed
		0.6										// Impactee velocity factor
		0.7										// Random velocity (max)
		1										// Random up velocity (max)
		0										// Random normal velocity (max)
		6.0									// Random spin rate (max)
		
		actorbased
		
		1.5,2.5									// Min time, Max time
		-1										// count
		-1
		cinm01_smsh.act							// Shrapnel actor
	
	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 pixelmap
cinema01_broke									// Pixelmap - waiting for Russ to name


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


// Start of smashable item
0										// Flags

fencing								// Name of trigger material
texturechange									// Mode
fencing									// Intact pixelmap
1										// Number of levels

.5									// Trigger threshold
0										// Flags
passthrough          							// Collision type solid edge
	// Connotations:
	
	1										// number of possible sounds
	4202	

	1										// Shrapnel count
		ghostparts									// Shrapnel type
		0,0										// Min, max towards you speed
		0.6										// Impactee velocity factor
		0.7										// Random velocity (max)
		1										// Random up velocity (max)
		0										// Random normal velocity (max)
		6.0									// Random spin rate (max)
		
		actorbased
		
		1.5,2.5									// Min time, Max time
		-1										// count
		-1
		fence_smsh.act							// Shrapnel actor
	
	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 pixelmap
fencing_broke									// Pixelmap - waiting for Russ to name


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


// 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

// Start of smashable item
0										// Flags
g\25glasdor									// Name of trigger material
texturechange									// Mode
glass2_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
glass2_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
glass2_brekin									// Pixelmap

0.8										// Trigger threshold
0										// Flags
edges									// 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


	
// Ped specs

9

crossing						// Material name
0							// Movement index
63							// Group index
2							// Peds per 100 square metres
0							// Number of exclusion materials
0							// Number of exception materials

parkbay1						// Material name
0							// Movement index
63							// Group index
2							// Peds per 100 square metres
1							// Number of exclusion materials
1							// Exclusion flags (1 = OK when scared)
ROAD1							// Exclusion material #1 name
0							// Number of exception materials

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

sidewlk1						// Material name
0							// Movement index
65							// Group index
3							// Peds per 100 square metres
1							// Number of exclusion materials
1							// Exclusion flags (1 = OK when scared)
ROAD1							// Exclusion material #1 name
0

sidewlk3						// Material name
0							// Movement index
65							// Group index
2							// Peds per 100 square metres
1							// Number of exclusion materials
1							// Exclusion flags (1 = OK when scared)
ROAD1							// Exclusion material #1 name
0							// Number of exception materials

2rokgras64						// Material name
0							// Movement index
63							// Group index
1							// Peds per 100 square metres
0							// Number of exclusion materials
0							// Number of exception materials

CITROOF01						// Material name
0							// Movement index
64							// Group index
0.5							// Peds per 100 square metres
0							// Number of exclusion materials
0							// Number of exception materials

CITROOF02						// Material name
0							// Movement index
64							// Group index
0.5							// Peds per 100 square metres
0							// Number of exclusion materials
0							// Number of exception materials

CARPET01
0							// Movement index
66							// Group index
11							// Peds per 100 square metres
0							// Number of exclusion materials
0									


TRACKX.ACT			// Additional actor

// HORIZON STUFF

cityskape			// Name of sky texture pixelmap (or "none")
7				// Horizontal repetitions of sky texture
60				// Vertical size of sky texture (degrees)
158				// Position of horizon (pixels below top)
colour					// Depth cue mode ("none", "dark" or "fog")
12,0					// Degree of fog/darkness
0,0,10					// Depth cue colour (red, green, blue )

// DEFAULT ENGINE NOISE

0

// SPECIAL EFFECTS VOLUMES

11				// # special effects volumes

DEFAULT
0.20				// gravity multiplier
50.00				// viscosity multiplier
0.00				// Car damage per millisecond
0.00				// 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

BOX
-0.528, 0.000, -0.849
0.000, 1.000, 0.000
0.849, 0.000, -0.528
-13.427, -0.825, 73.336
1.00				// 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
SCATTERED			// Sound type
RANDOM
0.01,2.0
15
5
5601
5602
5603
5604
5605

BOX
0.560, 0.000, -0.828
-0.008, 1.000, -0.006
0.828, 0.010, 0.560
-47.299, -0.670, 42.991
1.00				// 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
SCATTERED			// Sound type
RANDOM
0.01,2.0
15
5
5601
5602
5603
5604
5605


BOX
1.324, 0.000, -1.111
0.000, 1.728, 0.000
1.111, 0.000, 1.324
0.553, -0.825, -66.636
1.00				// 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
SCATTERED			// Sound type
RANDOM
0.01,2.0
15
5
5601
5602
5603
5604
5605

BOX
1.699, -0.000, -0.315
0.000, 1.728, -0.000
0.315, 0.000, 1.699
16.946, -0.827, -69.772
1.00				// 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
SCATTERED			// Sound type
RANDOM
0.01,2.0
15
5
5601
5602
5603
5604
5605

BOX
-0.433, 0.000, -1.673
-0.000, 1.728, 0.000
4.995, 0.001, -1.294
12.148, -0.828, -97.715
1.00				// 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
SCATTERED			// Sound type
RANDOM
0.01,2.0
15
5
5601
5602
5603
5604
5605


BOX
-0.060, -0.080, 0.995
-0.019, 0.997, 0.079
-0.998, -0.014, -0.062
29.189, 0.536, -119.005
1.00				// 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
0					// Engine noise index
0					// material index
SCATTERED			// Sound type
RANDOM
0.01,2.0
15
5
5601
5602
5603
5604
5605

BOX
0.091, 0.093, -0.992
-0.011, 0.996, 0.092
2.065, 0.006, 0.190
-17.626, -0.031, -114.615
1.00				// 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
0					// Engine noise index
0					// material index
SCATTERED			// Sound type
RANDOM
0.01,2.0
15
5
5601
5602
5603
5604
5605


BOX
-2.726, 0.000, -5.559
0.000, 1.728, 0.000
3.217, 0.000, -1.578
2.068, 0.755, -201.870
1.00				// 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
SCATTERED			// Sound type
RANDOM
0.01,2.0
15
5
5601
5602
5603
5604
5605


BOX
-2.048, 0.091, 0.315
0.127, 2.983, -0.036
-0.219, -0.008, -1.423
48.267, 0.884, -185.205
1.00				// 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
SCATTERED			// Sound type
RANDOM
0.01,2.0
15
5
5601
5602
5603
5604
5605


//all above are trees.  This is carwash
BOX
0.387, 0.000, -0.738
0.000, 1.000, 0.000
1.531, 0.000, 0.802
46.642, -0.825, 31.356
1.00				// 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
none			// Sound type



// 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

newcmap1.pix						// Map pixelmap name


0.001,	1.973,	0.001				// World->map transformation matrix
0,		0,		0
-1.973,	0.001,	0
203.294,	209.016,	-0.012


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

START OF FUNK

END OF FUNK


START OF GROOVE


END OF GROOVE

START OF OPPONENT PATHS

174                             // Number of path nodes
   -0.232,   -0.001,   11.390   // Node #0
    5.575,   -0.001,   11.536   // Node #1
    5.431,   -0.001,   -6.853   // Node #2
    5.315,   -0.825,  -26.754   // Node #3
  -12.543,   -0.825,  -26.693   // Node #4
  -12.773,   -0.825,   -7.250   // Node #5
   24.719,   -0.825,  -26.637   // Node #6
   24.689,   -0.825,  -44.546   // Node #7
   42.193,   -0.824,  -44.609   // Node #8
   43.937,   -0.825,   -8.350   // Node #9
   42.430,   -0.825,   29.914   // Node #10
   24.507,   -0.825,   30.053   // Node #11
    5.274,   -0.825,   29.932   // Node #12
    5.238,   -0.825,   46.408   // Node #13
    5.154,   -0.824,   64.702   // Node #14
   25.136,   -0.825,   64.306   // Node #15
   35.163,   -0.825,   61.452   // Node #16
   39.587,   -0.825,   57.053   // Node #17
   48.753,   -0.825,   50.675   // Node #18
   53.053,   -0.825,   45.724   // Node #19
   53.575,   -0.825,   34.497   // Node #20
   53.418,   -0.825,    7.780   // Node #21
   51.137,   -0.825,    0.152   // Node #22
   46.631,   -0.825,   -5.396   // Node #23
   24.553,   -0.001,   -7.384   // Node #24
   24.312,    0.000,   12.098   // Node #25
   24.467,   -0.824,   46.575   // Node #26
  -12.450,   -0.826,   64.080   // Node #27
  -16.957,   -0.826,   65.259   // Node #28
  -18.549,   -0.825,   68.070   // Node #29
  -15.605,   -0.825,   70.411   // Node #30
  -13.211,   -0.826,   70.430   // Node #31
  -11.841,   -0.826,   68.568   // Node #32
  -12.465,   -0.825,   46.215   // Node #33
  -12.366,   -0.825,   33.949   // Node #34
  -11.675,   -0.826,   31.829   // Node #35
  -11.750,   -0.826,   29.852   // Node #36
  -12.721,   -0.825,   27.209   // Node #37
   43.029,   -0.825,   46.697   // Node #38
   46.267,   -0.825,  -44.110   // Node #39
   47.717,   -0.037,  -53.718   // Node #40
   51.222,    0.582,  -62.808   // Node #41
   51.795,    0.680,  -68.584   // Node #42
   50.702,    0.680,  -75.758   // Node #43
   47.405,    0.680,  -81.059   // Node #44
   41.354,    0.680,  -85.835   // Node #45
   35.997,    0.681,  -87.011   // Node #46
   30.106,    0.676,  -85.729   // Node #47
    0.836,   -0.564,  -76.980   // Node #48
   -9.274,   -1.457,  -71.487   // Node #49
  -16.202,   -1.712,  -63.780   // Node #50
  -18.680,   -1.712,  -59.158   // Node #51
  -21.662,   -1.144,  -51.664   // Node #52
  -26.616,    0.209,  -35.204   // Node #53
  -47.375,    0.778,   32.860   // Node #54
  -47.927,    0.779,   35.536   // Node #55
  -48.764,    0.920,   45.526   // Node #56
  -46.822,    1.118,   51.506   // Node #57
  -43.650,    1.180,   56.204   // Node #58
  -37.168,    1.089,   61.715   // Node #59
  -31.504,    0.759,   64.618   // Node #60
  -24.995,    0.323,   66.744   // Node #61
  -17.116,    0.090,   67.183   // Node #62
    9.884,    0.090,   67.272   // Node #63
   38.749,    0.091,   67.223   // Node #64
   45.087,    0.091,   65.973   // Node #65
   52.024,    0.092,   62.663   // Node #66
   56.813,    0.093,   57.030   // Node #67
   62.422,    0.093,   38.288   // Node #68
   64.090,    0.093,   25.464   // Node #69
   64.131,    0.093,    3.829   // Node #70
   63.289,    0.093,   -1.594   // Node #71
   61.771,    0.093,   -6.565   // Node #72
   58.930,    0.093,  -12.485   // Node #73
   50.928,   -0.413,  -26.842   // Node #74
   47.245,   -0.715,  -38.117   // Node #75
    5.295,   -0.825,  -44.629   // Node #76
  -12.258,   -0.825,  -44.580   // Node #77
  -30.793,   -0.825,  -26.508   // Node #78
  -30.497,   -0.825,   -7.299   // Node #79
    1.707,   -0.001,   -7.332   // Node #80
  -12.697,   -0.825,   11.706   // Node #81
  -13.161,   -0.825,   28.666   // Node #82
  -16.245,   -0.825,   29.912   // Node #83
  -30.317,   -0.825,   29.982   // Node #84
  -49.250,   -0.825,   29.949   // Node #85
  -49.142,   -0.825,   34.908   // Node #86
  -47.645,   -0.825,   38.348   // Node #87
  -31.002,   -0.825,   52.505   // Node #88
  -29.136,   -0.825,   56.418   // Node #89
  -27.012,   -0.825,   69.366   // Node #90
  -26.184,   -0.825,   74.035   // Node #91
  -21.758,   -0.825,   80.023   // Node #92
  -16.242,   -0.825,   84.299   // Node #93
   -9.123,   -0.825,   85.801   // Node #94
    9.017,   -0.825,   85.861   // Node #95
   16.512,   -0.825,   83.289   // Node #96
   21.454,   -0.825,   78.105   // Node #97
  -49.298,   -0.825,   27.285   // Node #98
  -46.759,   -0.825,    2.117   // Node #99
  -44.217,   -0.825,   -3.478   // Node #100
  -38.529,   -0.825,   -6.206   // Node #101
  -30.314,   -0.825,   11.931   // Node #102
  -30.096,   -0.825,   38.123   // Node #103
  -28.093,   -0.825,   42.047   // Node #104
  -24.670,   -0.825,   45.065   // Node #105
  -20.382,   -0.825,   46.297   // Node #106
   -9.652,   -0.769,   69.630   // Node #107
   -4.252,   -0.363,   72.934   // Node #108
   -2.002,   -0.107,   73.530   // Node #109
    1.415,    0.196,   73.178   // Node #110
   39.987,    0.000,   12.013   // Node #111
  -19.646,   -0.740,   64.844   // Node #112
  -23.654,   -0.287,   62.555   // Node #113
  -27.293,    0.392,   59.647   // Node #114
  -29.490,    0.645,   56.953   // Node #115
  -37.528,    0.789,   46.849   // Node #116
  -44.853,    0.905,   39.762   // Node #117
  -45.219,   -0.825,   -6.186   // Node #118
  -50.609,   -0.825,  -14.439   // Node #119
  -53.388,   -0.825,  -21.570   // Node #120
  -55.269,   -0.825,  -27.903   // Node #121
  -55.508,   -0.825,  -34.580   // Node #122
  -54.019,   -0.822,  -45.891   // Node #123
  -47.077,   -0.822,  -70.141   // Node #124
  -47.102,   -0.825,  -85.398   // Node #125
  -46.354,   -0.825,  -91.277   // Node #126
  -43.604,   -0.825,  -98.877   // Node #127
  -40.908,   -0.825, -104.266   // Node #128
  -34.587,   -0.825, -112.885   // Node #129
  -34.859,   -0.825, -116.677   // Node #130
  -36.011,   -0.776, -120.888   // Node #131
  -36.688,   -0.464, -126.690   // Node #132
  -34.411,   -0.000, -137.897   // Node #133
    5.531,   -0.001, -136.334   // Node #134
    5.226,   -5.274,  -86.854   // Node #135
    5.525,   -0.825,  -53.715   // Node #136
  -16.564,   -1.652,  -58.431   // Node #137
  -14.021,   -1.288,  -55.815   // Node #138
  -13.123,   -1.051,  -52.639   // Node #139
  -10.003,   -0.825,  -53.316   // Node #140
   26.234,   -0.824,  -53.883   // Node #141
   26.515,   -0.830,  -72.033   // Node #142
  -29.984,   -0.825,  -42.062   // Node #143
  -27.269,   -0.825,  -55.960   // Node #144
  -23.647,   -0.825,  -63.585   // Node #145
  -18.480,   -0.825,  -69.847   // Node #146
  -13.364,   -0.825,  -75.032   // Node #147
   -6.552,   -0.825,  -79.164   // Node #148
    1.063,   -0.825,  -81.936   // Node #149
   29.921,   -0.825,  -90.591   // Node #150
   51.884,   -0.825,  -95.893   // Node #151
   53.269,   -0.825,  -90.892   // Node #152
   56.682,   -0.825,  -87.612   // Node #153
   62.501,   -0.825,  -85.628   // Node #154
   80.920,   -0.825,  -91.735   // Node #155
   86.150,   -0.825,  -94.174   // Node #156
   88.002,   -0.825, -102.827   // Node #157
   87.518,   -0.825, -110.465   // Node #158
   69.910,   -0.825, -112.364   // Node #159
   62.549,   -0.825, -110.476   // Node #160
   52.395,   -0.825, -106.778   // Node #161
   51.200,   -0.825, -103.030   // Node #162
   50.327,   -0.825, -107.360   // Node #163
   43.411,   -0.008, -117.160   // Node #164
   41.749,   -0.001, -139.830   // Node #165
   42.084,    0.000, -174.903   // Node #166
    5.565,   -0.001, -176.004   // Node #167
  -29.102,   -0.825, -111.760   // Node #168
  -13.850,   -0.508, -108.010   // Node #169
   -7.090,   -0.441, -106.073   // Node #170
    1.195,    0.251, -117.961   // Node #171
    5.257,   -0.001, -140.259   // Node #172
   -0.481,   -0.001, -138.036   // Node #173

206                                           // Number of path sections
   0,   1,   0, 255,   0, 255,    1.0,    0   // Section #0
   1,   2,   0, 255,   0, 255,    1.0,    0   // Section #1
   2,   3,   0, 255,   0, 255,    0.5,    0   // Section #2
   3,   4,   0, 255,   0, 255,    1.7,    0   // Section #3
   4,   5,   0, 255,   0, 255,    1.0,    0   // Section #4
   6,   3,   0, 255,   0, 255,    1.6,    1   // Section #5
   7,   6,   0, 255,   0, 255,    1.6,    1   // Section #6
   8,   7,   0, 255,   0, 255,    1.0,    1   // Section #7
   9,   8,   0, 255,   0, 255,    0.8,    1   // Section #8
   9,  10,   0, 255,   0, 255,    1.0,    0   // Section #9
  10,  11,   0, 255,   0, 255,    1.0,    0   // Section #10
  11,  12,   0, 255,   0, 255,    1.0,    0   // Section #11
  12,  13,   0, 255,   0, 255,    1.7,    0   // Section #12
  13,  14,   0, 255,   0, 255,    1.7,    0   // Section #13
  14,  15,   0, 255,   0, 255,    1.4,    0   // Section #14
  15,  16,   0, 255,   0, 255,    1.0,    0   // Section #15
  16,  17,   0, 255,   0, 255,    1.0,    1   // Section #16
  17,  18,   0, 255,   0, 255,    1.0,    1   // Section #17
  18,  19,   0, 255,   0, 255,    1.0,    1   // Section #18
  19,  20,   0, 255,   0, 255,    1.0,    1   // Section #19
  20,  21,   0, 255,   0, 255,    1.0,    1   // Section #20
  21,  22,   0, 255,   0, 255,    1.0,    1   // Section #21
  22,  23,   0, 255,   0, 255,    1.0,    1   // Section #22
  23,   9,   0, 255,   0, 255,    1.0,    1   // Section #23
   9,  24,   0, 255,   0, 255,    0.4,    0   // Section #24
  24,   2,   0, 255,   0, 255,    1.5,    0   // Section #25
  24,   6,   0, 255,   0, 255,    0.4,    0   // Section #26
  24,  25,   0, 255,   0, 255,    0.4,    0   // Section #27
  25,  11,   0, 255,   0, 255,    0.4,    0   // Section #28
  11,  26,   0, 255,   0, 255,    1.8,    0   // Section #29
  26,  15,   0, 255,   0, 255,    1.8,    0   // Section #30
  14,  27,   0, 255,   0, 255,    1.7,    0   // Section #31
  27,  28,   0, 255,   0, 255,    1.4,    0   // Section #32
  28,  29,   0, 255,   0, 255,    1.4,    0   // Section #33
  29,  30,   0, 255,   0, 255,    1.1,    0   // Section #34
  30,  31,   0, 255,   0, 255,    1.1,    0   // Section #35
  31,  32,   0, 255,   0, 255,    1.4,    0   // Section #36
  32,  27,   0, 255,   0, 255,    1.2,    0   // Section #37
  27,  33,   0, 255,   0, 255,    1.2,    0   // Section #38
  33,  34,   0, 255,   0, 255,    1.0,    0   // Section #39
  34,  35,   0, 255,   0, 255,    1.2,    0   // Section #40
  35,  36,   0, 255,   0, 255,    0.8,    0   // Section #41
  36,  37,   0, 255,   0, 255,    0.7,    0   // Section #42
  18,  38,   0, 255,   0, 255,    1.0,    0   // Section #43
  38,  10,   0, 255,   0, 255,    1.0,    0   // Section #44
  38,  26,   0, 255,   0, 255,    1.0,    0   // Section #45
  10,  20,   0, 255,   0, 255,    1.0,    0   // Section #46
   8,  39,   0, 255,   0, 255,    1.4,    0   // Section #47
  39,  40,   0, 255,   0, 255,    1.2,    0   // Section #48
  40,  41,   0, 255,   0, 255,    1.6,    0   // Section #49
  41,  42,   0, 255,   0, 255,    1.5,    0   // Section #50
  42,  43,   0, 255,   0, 255,    1.4,    0   // Section #51
  43,  44,   0, 255,   0, 255,    1.5,    0   // Section #52
  44,  45,   0, 255,   0, 255,    1.5,    0   // Section #53
  45,  46,   0, 255,   0, 255,    1.5,    0   // Section #54
  46,  47,   0, 255,   0, 255,    1.5,    0   // Section #55
  47,  48,   0, 255,   0, 255,    1.6,    0   // Section #56
  48,  49,   0, 255,   0, 255,    1.4,    0   // Section #57
  49,  50,   0, 255,   0, 255,    1.3,    0   // Section #58
  50,  51,   0, 255,   0, 255,    1.5,    0   // Section #59
  51,  52,   0, 255,   0, 255,    1.3,    0   // Section #60
  52,  53,   0, 255,   0, 255,    1.6,    0   // Section #61
  53,  54,   0, 255,   0, 255,    1.5,    0   // Section #62
  54,  55,   0, 255,   0, 255,    1.4,    0   // Section #63
  55,  56,   0, 255,   0, 255,    1.2,    0   // Section #64
  56,  57,   0, 255,   0, 255,    1.5,    0   // Section #65
  57,  58,   0, 255,   0, 255,    1.5,    0   // Section #66
  58,  59,   0, 255,   0, 255,    1.4,    0   // Section #67
  59,  60,   0, 255,   0, 255,    1.5,    0   // Section #68
  60,  61,   0, 255,   0, 255,    1.5,    0   // Section #69
  61,  62,   0, 255,   0, 255,    1.4,    0   // Section #70
  62,  63,   0, 255,   0, 255,    1.7,    0   // Section #71
  63,  64,   0, 255,   0, 255,    1.6,    0   // Section #72
  64,  65,   0, 255,   0, 255,    1.5,    0   // Section #73
  65,  66,   0, 255,   0, 255,    1.4,    0   // Section #74
  66,  67,   0, 255,   0, 255,    1.3,    0   // Section #75
  67,  68,   0, 255,   0, 255,    1.5,    0   // Section #76
  68,  69,   0, 255,   0, 255,    1.5,    0   // Section #77
  69,  70,   0, 255,   0, 255,    1.7,    0   // Section #78
  70,  71,   0, 255,   0, 255,    1.4,    0   // Section #79
  71,  72,   0, 255,   0, 255,    1.5,    0   // Section #80
  72,  73,   0, 255,   0, 255,    1.4,    0   // Section #81
  73,  74,   0, 255,   0, 255,    1.6,    0   // Section #82
  74,  75,   0, 255,   0, 255,    1.4,    0   // Section #83
  75,  39,   0, 255,   0, 255,    1.2,    0   // Section #84
   7,  76,   0, 255,   0, 255,    1.0,    0   // Section #85
   3,  76,   0, 255,   0, 255,    1.3,    1   // Section #86
  76,  77,   0, 255,   0, 255,    1.0,    0   // Section #87
  77,   4,   0, 255,   0, 255,    1.0,    0   // Section #88
   4,  78,   0, 255,   0, 255,    1.7,    0   // Section #89
  78,  79,   0, 255,   0, 255,    1.7,    0   // Section #90
  79,   5,   0, 255,   0, 255,    1.7,    0   // Section #91
   5,  80,   0, 255,   0, 255,    0.5,    0   // Section #92
  80,   2,   0, 255,   0, 255,    1.0,    0   // Section #93
   5,  81,   0, 255,   0, 255,    1.0,    0   // Section #94
  81,  37,   0, 255,   0, 255,    1.0,    0   // Section #95
  36,  82,   0, 255,   0, 255,    0.8,    0   // Section #96
  82,  83,   0, 255,   0, 255,    0.8,    0   // Section #97
  83,  84,   0, 255,   0, 255,    0.8,    0   // Section #98
  84,  85,   0, 255,   0, 255,    0.8,    0   // Section #99
  85,  86,   0, 255,   0, 255,    0.8,    1   // Section #100
  86,  87,   0, 255,   0, 255,    0.8,    1   // Section #101
  87,  88,   0, 255,   0, 255,    0.8,    1   // Section #102
  88,  89,   0, 255,   0, 255,    0.8,    1   // Section #103
  89,  90,   0, 255,   0, 255,    0.8,    1   // Section #104
  90,  91,   0, 255,   0, 255,    0.8,    1   // Section #105
  91,  92,   0, 255,   0, 255,    0.8,    1   // Section #106
  92,  93,   0, 255,   0, 255,    0.8,    1   // Section #107
  93,  94,   0, 255,   0, 255,    0.8,    1   // Section #108
  94,  95,   0, 255,   0, 255,    0.8,    1   // Section #109
  95,  96,   0, 255,   0, 255,    0.8,    1   // Section #110
  96,  97,   0, 255,   0, 255,    0.8,    1   // Section #111
  97,  16,   0, 255,   0, 255,    0.8,    1   // Section #112
  98,  85,   0, 255,   0, 255,    0.8,    1   // Section #113
  99,  98,   0, 255,   0, 255,    0.8,    1   // Section #114
 100,  99,   0, 255,   0, 255,    0.8,    1   // Section #115
 100, 101,   0, 255,   0, 255,    0.8,    0   // Section #116
 101,  79,   0, 255,   0, 255,    0.8,    0   // Section #117
  79, 102,   0, 255,   0, 255,    1.7,    0   // Section #118
 102,  84,   0, 255,   0, 255,    1.7,    0   // Section #119
  84, 103,   0, 255,   0, 255,    0.8,    0   // Section #120
 103, 104,   0, 255,   0, 255,    0.8,    0   // Section #121
 104, 105,   0, 255,   0, 255,    0.8,    0   // Section #122
 105, 106,   0, 255,   0, 255,    0.8,    0   // Section #123
 106,  33,   0, 255,   0, 255,    0.8,    0   // Section #124
  33,  13,   0, 255,   0, 255,    1.2,    0   // Section #125
  13,  26,   0, 255,   0, 255,    1.7,    0   // Section #126
  32, 107,   0, 255,   0, 255,    1.4,    0   // Section #127
 107, 108,   0, 255,   0, 255,    1.4,    0   // Section #128
 108, 109,   0, 255,   0, 255,    1.4,    0   // Section #129
 109, 110,   0, 255,   0, 255,    1.4,    0   // Section #130
 110,  63,   0, 255,   0, 255,    1.4,    0   // Section #131
  12,   1,   0, 255,   0, 255,    1.0,    0   // Section #132
   1,  25,   0, 255,   0, 255,    1.0,    0   // Section #133
  25, 111,   0, 255,   0, 255,    0.4,    0   // Section #134
  28, 112,   0, 255,   0, 255,    1.4,    0   // Section #135
 112, 113,   0, 255,   0, 255,    1.4,    0   // Section #136
 113, 114,   0, 255,   0, 255,    1.4,    0   // Section #137
 114, 115,   0, 255,   0, 255,    1.4,    0   // Section #138
 115, 116,   0, 255,   0, 255,    1.4,    0   // Section #139
 116, 117,   0, 255,   0, 255,    1.4,    0   // Section #140
 117,  55,   0, 255,   0, 255,    1.4,    0   // Section #141
 118, 100,   0, 255,   0, 255,    0.8,    1   // Section #142
 119, 118,   0, 255,   0, 255,    0.8,    1   // Section #143
 120, 119,   0, 255,   0, 255,    0.8,    1   // Section #144
 121, 120,   0, 255,   0, 255,    0.8,    1   // Section #145
 122, 121,   0, 255,   0, 255,    0.8,    1   // Section #146
 123, 122,   0, 255,   0, 255,    0.8,    1   // Section #147
 124, 123,   0, 255,   0, 255,    0.8,    1   // Section #148
 125, 124,   0, 255,   0, 255,    0.8,    1   // Section #149
 126, 125,   0, 255,   0, 255,    0.8,    1   // Section #150
 127, 126,   0, 255,   0, 255,    0.8,    1   // Section #151
 128, 127,   0, 255,   0, 255,    0.8,    1   // Section #152
 129, 128,   0, 255,   0, 255,    0.8,    1   // Section #153
 130, 129,   0, 255,   0, 255,    0.8,    1   // Section #154
 131, 130,   0, 255,   0, 255,    0.8,    1   // Section #155
 132, 131,   0, 255,   0, 255,    0.8,    1   // Section #156
 133, 132,   0, 255,   0, 255,    0.8,    1   // Section #157
 173, 133,   0, 255,   0, 255,    0.8,    1   // Section #158
 135, 134,   0, 255,   0, 255,    0.8,    1   // Section #159
 136, 135,   0, 255,   0, 255,    0.8,    1   // Section #160
  76, 136,   0, 255,   0, 255,    0.8,    1   // Section #161
  51, 137,   0, 255,   0, 255,    1.5,    0   // Section #162
 137, 138,   0, 255,   0, 255,    1.5,    0   // Section #163
 138, 139,   0, 255,   0, 255,    1.5,    0   // Section #164
 139,  77,   0, 255,   0, 255,    1.5,    0   // Section #165
 139, 140,   0, 255,   0, 255,    1.5,    0   // Section #166
 140, 136,   0, 255,   0, 255,    1.5,    0   // Section #167
 136, 141,   0, 255,   0, 255,    0.8,    0   // Section #168
 141, 142,   0, 255,   0, 255,    0.8,    0   // Section #169
  78, 143,   0, 255,   0, 255,    1.7,    0   // Section #170
 143, 144,   0, 255,   0, 255,    1.7,    0   // Section #171
 144, 145,   0, 255,   0, 255,    1.7,    0   // Section #172
 145, 146,   0, 255,   0, 255,    1.7,    0   // Section #173
 146, 147,   0, 255,   0, 255,    1.7,    0   // Section #174
 147, 148,   0, 255,   0, 255,    1.7,    0   // Section #175
 148, 149,   0, 255,   0, 255,    1.7,    0   // Section #176
 149, 150,   0, 255,   0, 255,    1.7,    0   // Section #177
 150, 151,   0, 255,   0, 255,    1.7,    0   // Section #178
 151, 152,   0, 255,   0, 255,    1.7,    0   // Section #179
 152, 153,   0, 255,   0, 255,    1.7,    0   // Section #180
 153, 154,   0, 255,   0, 255,    1.7,    0   // Section #181
 154, 155,   0, 255,   0, 255,    1.7,    0   // Section #182
 155, 156,   0, 255,   0, 255,    1.7,    0   // Section #183
 156, 157,   0, 255,   0, 255,    1.7,    0   // Section #184
 157, 158,   0, 255,   0, 255,    1.7,    0   // Section #185
 158, 159,   0, 255,   0, 255,    1.7,    0   // Section #186
 159, 160,   0, 255,   0, 255,    1.7,    0   // Section #187
 160, 161,   0, 255,   0, 255,    1.7,    0   // Section #188
 161, 162,   0, 255,   0, 255,    1.7,    0   // Section #189
 162, 151,   0, 255,   0, 255,    1.7,    0   // Section #190
 162, 163,   0, 255,   0, 255,    1.7,    0   // Section #191
 163, 164,   0, 255,   0, 255,    1.7,    0   // Section #192
 164, 165,   0, 255,   0, 255,    1.7,    0   // Section #193
 165, 166,   0, 255,   0, 255,    1.7,    1   // Section #194
 166, 167,   0, 255,   0, 255,    1.7,    1   // Section #195
 167, 172,   0, 255,   0, 255,    1.7,    1   // Section #196
 134, 165,   0, 255,   0, 255,    0.8,    1   // Section #197
 129, 168,   0, 255,   0, 255,    0.8,    0   // Section #198
 168, 169,   0, 255,   0, 255,    0.8,    0   // Section #199
 169, 170,   0, 255,   0, 255,    0.8,    0   // Section #200
 170, 149,   0, 255,   0, 255,    0.8,    0   // Section #201
 170, 171,   0, 255,   0, 255,    0.8,    0   // Section #202
 172, 173,   0, 255,   0, 255,    1.7,    1   // Section #203
 172, 134,   0, 255,   0, 255,    1.7,    0   // Section #204
 173, 134,   0, 255,   0, 255,    0.8,    0   // Section #205

0                                                             // Number of cop start points

END OF OPPONENT PATHS


START OF DRONE PATHS

2     // version
94    // n_nodes
	
// 0:
	-31.417, -0.825, 38.943
	EST02RED
	0
	1
		1, 0, 0, 0
	
// 1:
	-29.342, -0.825, 42.865
	EST02BLU
	0
	1
		2, 0, 0, 0
	
// 2:
	-25.762, -0.825, 45.968
	MOVER01
	0
	1
		3, 0, 0, 0
	
// 3:
	-20.342, -0.825, 47.672
	EST02blu
	0
	1
		4, 0, 0, 0
	
// 4:
	-13.646, -0.825, 47.578
	EST02RED
	0
	1
		5, 0, 0, 0
	
// 5:
	-12.243, -0.825, 47.584
	MOVER01
	0
	1
		6, 0, 0, 0
	
// 6:
	-12.190, -0.825, 32.750
	EST02BLU
	0
	1
		7, 0, 0, 0
	
// 7:
	-11.881, -0.825, 29.927
	EST02blu
	0
	2
		8, 0, 0, 0
		21, 0, 0, 0
	
// 8:
	-13.655, -0.825, 29.004
	EST02BLU
	0
	1
		9, 0, 0, 0
	
// 9:
	-15.031, -0.825, 29.078
	EST02blu
	0
	2
		10, 0, 0, 0
		19, 0, 0, 0
	
// 10:
	-16.323, -0.797, 30.793
	EST02BLU
	0
	1
		11, 0, 0, 0
	
// 11:
	-15.205, -0.824, 32.896
	EST02RED
	0
	1
		12, 0, 0, 0
	
// 12:
	-13.699, -0.824, 33.473
	MOVER01
	0
	2
		13, 0, 0, 0
		6, 0, 0, 0
	
// 13:
	-13.398, -0.820, 45.863
	EST02blu
	0
	1
		14, 0, 0, 0
	
// 14:
	-20.233, -0.818, 45.797
	EST02BLU
	0
	1
		15, 0, 0, 0
	
// 15:
	-24.290, -0.817, 44.203
	EST02RED
	0
	1
		16, 0, 0, 0
	
// 16:
	-26.768, -0.816, 41.705
	MOVER01
	0
	1
		17, 0, 0, 0
	
// 17:
	-28.843, -0.815, 37.953
	EST02BLU
	0
	1
		18, 0, 0, 0
	
// 18:
	-28.833, -0.791, 30.843
	EST02RED
	0
	2
		19, 0, 0, 0
		10, 0, 0, 0
	
// 19:
	-28.810, -0.792, 29.149
	EST02BLU
	0
	1
		20, 0, 0, 0
	
// 20:
	-28.836, -0.807, 10.145
	EST02blu
	0
	1
		22, 0, 0, 0
	
// 21:
	-11.988, -0.825, 10.136
	EST02BLU
	0
	2
		20, 0, 0, 0
		23, 0, 0, 0
	
// 22:
	-28.873, -0.825, -5.341
	MOVER01
	0
	1
		23, 0, 0, 0
	
// 23:
	-12.587, -0.826, -5.438
	EST02BLU
	0
	1
		24, 0, 0, 0
	
// 24:
	-12.237, -0.825, -7.279
	EST02BLU
	0
	1
		25, 0, 0, 0
	
// 25:
	-5.102, 0.027, -7.208
	EST02RED
	0
	1
		26, 0, 0, 0
	
// 26:
	1.456, -0.001, -5.716
	EST02BLU
	0
	1
		27, 0, 0, 0
	
// 27:
	3.502, -0.001, -5.269
	NONE
	0
	2
		28, 0, 0, 0
		33, 0, 0, 0
	
// 28:
	3.534, -0.001, 9.742
	EST02BLU
	0
	1
		29, 0, 0, 0
	
// 29:
	3.638, -0.001, 13.325
	EST02blu
	0
	1
		30, 0, 0, 0
	
// 30:
	5.334, 0.026, 21.505
	EST02BLU
	0
	1
		31, 0, 0, 0
	
// 31:
	5.362, -0.826, 29.418
	EST02RED
	0
	1
		32, 0, 0, 0
	
// 32:
	4.240, -0.825, 45.826
	EST02blu
	0
	1
		13, 0, 0, 0
	
// 33:
	4.505, -0.001, -5.155
	MOVER01
	0
	2
		34, 0, 0, 0
		50, 0, 0, 0
	
// 34:
	4.465, -0.001, 13.267
	MOVER01
	0
	3
		30, 0, 0, 0
		35, 0, 0, 0
		40, 0, 0, 0
	
// 35:
	7.350, -0.001, 13.625
	EST02BLU
	0
	1
		36, 0, 0, 0
	
// 36:
	23.001, -0.001, 13.827
	EST02RED
	0
	1
		37, 0, 0, 0
	
// 37:
	24.579, 0.025, 21.427
	EST02blu
	0
	1
		38, 0, 0, 0
	
// 38:
	24.346, -0.825, 29.568
	EST02BLU
	0
	1
		39, 0, 0, 0
	
// 39:
	7.215, -0.825, 29.403
	EST02RED
	0
	1
		31, 0, 0, 0
	
// 40:
	7.359, -0.001, 12.790
	EST02blu
	0
	2
		41, 0, 0, 0
		58, 0, 0, 0
	
// 41:
	23.020, -0.001, 12.891
	NONE
	0
	2
		36, 0, 0, 0
		42, 0, 0, 0
	
// 42:
	25.850, -0.001, 12.866
	EST02BLU
	0
	1
		43, 0, 0, 0
	
// 43:
	26.342, -0.001, -5.223
	MOVER01
	0
	1
		44, 0, 0, 0
	
// 44:
	26.302, -0.001, -8.792
	EST02RED
	0
	2
		45, 0, 0, 0
		56, 0, 0, 0
	
// 45:
	7.505, -0.001, -9.202
	EST02blu
	0
	1
		46, 0, 0, 0
	
// 46:
	3.855, -0.001, -9.160
	NONE
	0
	1
		47, 0, 0, 0
	
// 47:
	3.800, -0.001, -8.373
	MOVER01
	0
	1
		27, 0, 0, 0
	
// 48:
	3.900, -0.001, -20.301
	EST02RED
	0
	1
		46, 0, 0, 0
	
// 49:
	-6.425, -0.001, -5.841
	EST02BLU
	0
	1
		26, 0, 0, 0
	
// 50:
	7.039, -0.002, -5.296
	EST02RED
	0
	1
		51, 0, 0, 0
	
// 51:
	12.627, -0.001, -5.405
	MOVER01
	0
	1
		52, 0, 0, 0
	
// 52:
	22.607, -0.001, -5.337
	EST02RED
	0
	2
		53, 0, 0, 0
		71, 0, 0, 0
	
// 53:
	23.247, -0.001, -5.334
	NONE
	0
	1
		54, 0, 0, 0
	
// 54:
	24.872, -0.001, -5.327
	EST02RED
	0
	1
		43, 0, 0, 0
	
// 55:
	38.733, -0.001, -9.244
	EST02blu
	0
	1
		44, 0, 0, 0
	
// 56:
	23.677, -0.001, -8.302
	EST02BLU
	0
	1
		57, 0, 0, 0
	
// 57:
	7.733, -0.001, -8.440
	EST02RED
	0
	1
		47, 0, 0, 0
	
// 58:
	7.351, -0.001, 10.061
	MOVER01
	0
	2
		50, 0, 0, 0
		28, 0, 0, 0
	
// 59:
	-7.520, -0.001, 10.155
	EST02blu
	0
	1
		60, 0, 0, 0
	
// 60:
	-7.596, -0.001, 12.012
	NONE
	0
	1
		61, 0, 0, 0
	
// 61:
	1.197, -0.001, 12.213
	NONE
	0
	1
		29, 0, 0, 0
	
// 62:
	-9.803, -0.001, 13.973
	EST02blu
	0
	1
		63, 0, 0, 0
	
// 63:
	-9.762, -0.001, 12.542
	NONE
	0
	1
		64, 0, 0, 0
	
// 64:
	-5.265, -0.001, 11.889
	NONE
	0
	1
		65, 0, 0, 0
	
// 65:
	-2.967, -0.001, 11.840
	EST02RED
	0
	1
		61, 0, 0, 0
	
// 66:
	0.631, -0.001, 10.175
	EST02blu
	0
	1
		61, 0, 0, 0
	
// 67:
	-0.069, -0.001, 13.717
	EST02BLU
	0
	1
		61, 0, 0, 0
	
// 68:
	-3.856, -0.001, 13.573
	EST02blu
	0
	1
		65, 0, 0, 0
	
// 69:
	-5.387, -0.001, 10.176
	EST02RED
	0
	1
		64, 0, 0, 0
	
// 70:
	6.909, -0.001, 25.514
	EST02BLU
	0
	1
		35, 0, 0, 0
	
// 71:
	22.681, -0.001, 10.350
	EST02blu
	0
	2
		41, 0, 0, 0
		58, 0, 0, 0
	
// 72:
	23.560, -0.001, -20.671
	EST02RED
	0
	1
		53, 0, 0, 0
	
// 73:
	25.980, -0.001, 25.724
	MOVER01
	0
	1
		74, 0, 0, 0
	
// 74:
	26.020, -0.001, 15.083
	EST02blu
	0
	1
		42, 0, 0, 0
	
// 75:
	38.307, -0.001, 10.215
	NONE
	0
	1
		76, 0, 0, 0
	
// 76:
	35.430, -0.001, 10.160
	NONE
	0
	1
		77, 0, 0, 0
	
// 77:
	33.701, -0.001, 10.108
	NONE
	0
	1
		78, 0, 0, 0
	
// 78:
	30.896, -0.001, 10.218
	NONE
	0
	1
		79, 0, 0, 0
	
// 79:
	28.405, -0.001, 10.070
	NONE
	0
	1
		80, 0, 0, 0
	
// 80:
	26.640, -0.001, 10.134
	EST02RED
	0
	2
		71, 0, 0, 0
		43, 0, 0, 0
	
// 81:
	38.399, -0.001, 13.683
	NONE
	0
	1
		82, 0, 0, 0
	
// 82:
	35.120, -0.001, 13.570
	NONE
	0
	1
		83, 0, 0, 0
	
// 83:
	31.715, -0.001, 13.667
	NONE
	0
	1
		84, 0, 0, 0
	
// 84:
	29.124, -0.001, 13.719
	NONE
	0
	1
		42, 0, 0, 0
	
// 85:
	38.427, -0.001, 9.032
	EST02BLU
	0
	1
		75, 0, 0, 0
	
// 86:
	35.539, -0.001, 11.585
	MOVER01
	0
	1
		76, 0, 0, 0
	
// 87:
	33.421, -0.001, 8.950
	EST02RED
	0
	1
		77, 0, 0, 0
	
// 88:
	31.181, -0.001, 11.473
	EST02RED
	0
	1
		78, 0, 0, 0
	
// 89:
	28.970, -0.001, 11.332
	EST02blu
	0
	1
		79, 0, 0, 0
	
// 90:
	36.185, -0.001, 12.366
	EST02RED
	0
	1
		82, 0, 0, 0
	
// 91:
	39.424, -0.001, 14.726
	MOVER01
	0
	1
		81, 0, 0, 0
	
// 92:
	31.846, -0.001, 14.884
	EST02BLU
	0
	1
		83, 0, 0, 0
	
// 93:
	29.003, -0.001, 15.012
	EST02RED
	0
	1
		84, 0, 0, 0

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

19

01citree1.txt
02lamp.txt
03traffic.txt
04Ariel1.txt
05Ariel2.txt
06Ariel3.txt
09citbarrier.txt
12satalite.txt
13caution_s.txt
14harbour_s.txt
15xroad_s.txt
16lanejoin_s.txt
17right_s.txt
18deadend_s.txt
19atwork_s.txt
20stop_s.txt
21noentry_s.txt
22nopark_s.txt
25citree2.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

-60.728,4.469,82.167							//1
0													

-37.813,4.469,82.827							//2						
0									

3.641,4.438,-62.313							//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

newcity1.TXT
