VERSION 1

-,-,-
-,-
-,-
0.2 , 0.3		// LIGHTING strength for shady / lit areas
 -51.977 , 10 ,-65.72		// Position of centre of start of grid
270			// Direction that grid faces in 

// Laps, checkpoints etc

6							// # checkpoints

// Checkpoint #1
20,10,5					// Timer increment for each skill level (ped mode)
1					// # quads for this checkpoint
-41.438,-100,-33.563				// Point #0
-41.438,100,-33.563				// Point #1
-39.87,100,-33.563				// Point #2
-39.87,-100,-33.563				// Point #3

// Checkpoint #2
20,10,5						// Timer increment for each skill level (ped mode)
1							// # quads for this checkpoint
-18.535,-100,-20.608					// Point #0
-18.535,100,-20.608				 	// Point #1
-16.96,100,-20.608					// Point #2
-16.96,-100,-20.608					// Point #3

// Checkpoint #3
20,10,5						// Timer increment for each skill level (ped mode)
1							// # quads for this checkpoint
-33.948,-100,31.308					// Point #0
-33.948,100,31.308					// Point #1
-33.948,100,32.877					// Point #2
-33.948,-100,32.877					// Point #3

// Checkpoint #4
20,10,5						// Timer increment for each skill level (ped mode)
1							// # quads for this checkpoint
-41.317,-100,-0.738					// Point #0
-41.317,100,-0.738					// Point #1
-41.317,100,0.831					// Point #2
-41.317,-100,0.831					// Point #3

// Checkpoint #5
20,10,5						// Timer increment for each skill level (ped mode)
1							// # quads for this checkpoint
-91.739,-100,20.105					// Point #0
-91.739,100,20.105					// Point #1
-91.739,100,21.675					// Point #2
-91.739,-100,21.675					// Point #3

// Checkpoint #6
20,10,5						// Timer increment for each skill level (ped mode)
1							// # quads for this checkpoint
-83.159,-100,-56.907					// Point #0
-83.159,100,-56.907				 	// Point #1
-84.728,100,-56.907					// Point #2
-84.728,-100,-56.907					// Point #3





0		// The number of SMASHABLE ENVIRONMENT SPECS





12		// The number of PED SPAWN MATERIALS

CC1_aak					// Material name
0						// Movement index
6						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials

CC1_aam					// Material name
0						// Movement index
64						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials

CC1_aal					// Material name
0						// Movement index
63						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials

CC1_aan				// Material name
0						// Movement index
63						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials

CC1_aao				// Material name
0						// Movement index
63						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials

CC1_aay					// Material name
0						// Movement index
66						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials

CC1_aat				// Material name
0						// Movement index
7						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials

CC1_aci				// Material name
0						// Movement index
65						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials

CC1_aq				// Material name
0						// Movement index
63						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials

0CC1_aae					// Material name
0						// Movement index
64						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials

CC1_aac				// Material name
0						// Movement index
8						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials

CC1_aac				// Material name
0						// Movement index
4						// Group index
2						// Peds per 100 square metres
0						// Number of exclusion materials
0						// Number of exception materials



-			// HORIZON STUFF
CC1_hzn		// Name of sky texture pixelmap (or "none")
9			// Horizontal repetitions of sky texture
30			// Vertical size of sky texture (degrees)
180			// Position of horizon (pixels below top)
Colour			// Depth cue mode ("none", "dark" or "fog")
5,0			// Degree of fog/darkness
0,140,16		// Depth cue colour (red, green, blue )
-





1				// The number of SPECIAL EFFECTS VOLUMES

DEFAULT WATER
0.2									// gravity multiplier
50									// viscosity multiplier
0									// Car damage per millisecond
0.002								// Pedestrian damage per millisecond
0									// camera effect index
1									// Sky colour
URINE.MAT								// Windscreen material to use
5100								// Sound ID of entry noise
5100								// Sound ID of exit noise
2									// Engine noise index
0									// material index





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





CC1map.PIX // The filename of the MAP PICTURE
4.075 , 0.000 , 0.000 // World -> map transformation matrix
0 , 0 , 0
0.000 , 4.075 , 0.002
472.010 , 310.922 , 0.027





START OF FUNK

cc1_acl
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
4
4
cc1_acl
cc1_acl2
cc1_acl
cc1_acl


NEXT FUNK

CC1_acm
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
4
4
CC1_acm
CC1_acm
CC1_acm2
CC1_acm

NEXT FUNK

CC1_acn
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
4
4
CC1_acn
CC1_acn
CC1_acn
CC1_acn2

NEXT FUNK

CC1_acv
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
2
8
CC1_acv
CC1_acv2
CC1_acv3
CC1_acv4
CC1_acv4
CC1_acv3
CC1_acv2
CC1_acv

NEXT FUNK

CC1_acr
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
1
8
CC1_acr
CC1_actOFF
CC1_acr
CC1_actOFF
CC1_actOFF
CC1_actOFF
CC1_acr
CC1_actOFF



NEXT FUNK

CC1_acs
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
1
8
CC1_acs
CC1_actOFF
CC1_actOFF
CC1_acs
CC1_actOFF
CC1_actOFF
CC1_acs
CC1_actOFF

NEXT FUNK

CC1_act
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
1
8
CC1_act
CC1_actOFF
CC1_actOFF
CC1_actOFF
CC1_act
CC1_actOFF
CC1_act
CC1_actOFF


NEXT FUNK

CC1_acu
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
3
12
CC1_acu
CC1_acu2
CC1_acu3
CC1_acu2
CC1_acu4
CC1_acu2
CC1_acu
CC1_acu4
CC1_acu
CC1_acu4
CC1_acu
CC1_acu4

NEXT FUNK

CC1_aco
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
5
8
CC1_aco
CC1_aco2
CC1_aco3
CC1_aco4
CC1_aco3
CC1_aco2
CC1_aco
CC1_aco

NEXT FUNK

CC1_acp
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
5
8
CC1_acp
CC1_acp2
CC1_acp3
CC1_acp4
CC1_acp3
CC1_acp2
CC1_acp
CC1_acp

NEXT FUNK

CC1_aeu
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
6
12
CC1_aeu
CC1_aeu2
CC1_aeu
CC1_aeu2
CC1_aeu
CC1_aeu
CC1_aeu
CC1_aeu2
CC1_aeu3
CC1_aeu2
CC1_aeu
CC1_aeu

NEXT FUNK

CC1_acj
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
2
2
CC1_acj
CC1_acj2

NEXT FUNK

CC1_ack
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
2
2
CC1_ack
CC1_ack2

NEXT FUNK

CHK
constant
roll
continuous
0.2,0
no fucking lighting
no animation you cunt

END OF FUNK






START OF GROOVE

&280007.ACT		 // Actor name of moving object.
NOT A FUCKIN LOLLIIIPOP // This is some weird extra axis movement. (Not / XLollipop / YLollipop / ZLollipop) 
DISTANCE	 	// Only moves when in view, or CONSTANT.
STRAIGHT		// Moves on a straight path.
LINEAR			// See note 3.
0 , 0 , 0		// Centre of movement.
0.2	  		// Cycles per second, see note 1.
0 , 0.2 , 0		// Amount of movement, see note 2.
NO OBJECT MOVING CUNT   // Object itself doesn't change orientation.

NEXT GROOVE

&280097.ACT		 // Actor name of moving object.
NOT A FUCKIN LOLLIIIPOP // This is some weird extra axis movement. (Not / XLollipop / YLollipop / ZLollipop) 
DISTANCE	 	// Only moves when in view, or CONSTANT.
STRAIGHT		// Moves on a straight path.
LINEAR			// See note 3.
0 , 0 , 0		// Centre of movement.
0.2	  		// Cycles per second, see note 1.
0 , 0.2 , 0		// Amount of movement, see note 2.
NO OBJECT MOVING CUNT   // Object itself doesn't change orientation.

NEXT GROOVE

&280107.ACT		 // Actor name of moving object.
NOT A FUCKIN LOLLIIIPOP // This is some weird extra axis movement. (Not / XLollipop / YLollipop / ZLollipop) 
DISTANCE	 	// Only moves when in view, or CONSTANT.
STRAIGHT		// Moves on a straight path.
LINEAR			// See note 3.
0 , 0 , 0		// Centre of movement.
0.2	  		// Cycles per second, see note 1.
0 , 0.2 , 0		// Amount of movement, see note 2.
NO OBJECT MOVING CUNT   // Object itself doesn't change orientation.

NEXT GROOVE

&280151.ACT		 // Actor name of moving object.
NOT A FUCKIN LOLLIIIPOP // This is some weird extra axis movement. (Not / XLollipop / YLollipop / ZLollipop) 
DISTANCE	 	// Only moves when in view, or CONSTANT.
STRAIGHT		// Moves on a straight path.
LINEAR			// See note 3.
0 , 0 , 0		// Centre of movement.
0.2	  		// Cycles per second, see note 1.
0 , 0.2 , 0		// Amount of movement, see note 2.
NO OBJECT MOVING CUNT   // Object itself doesn't change orientation.

NEXT GROOVE

&280285.ACT		 // Actor name of moving object.
NOT A FUCKIN LOLLIIIPOP // This is some weird extra axis movement. (Not / XLollipop / YLollipop / ZLollipop) 
DISTANCE	 	// Only moves when in view, or CONSTANT.
STRAIGHT		// Moves on a straight path.
LINEAR			// See note 3.
0 , 0 , 0		// Centre of movement.
0.2	  		// Cycles per second, see note 1.
0 , 0.2 , 0		// Amount of movement, see note 2.
NO OBJECT MOVING CUNT   // Object itself doesn't change orientation.

NEXT GROOVE

&280204.ACT		 // Actor name of moving object.
NOT A FUCKIN LOLLIIIPOP // This is some weird extra axis movement. (Not / XLollipop / YLollipop / ZLollipop) 
DISTANCE	 	// Only moves when in view, or CONSTANT.
STRAIGHT		// Moves on a straight path.
LINEAR			// See note 3.
0 , 0 , 0		// Centre of movement.
0.2	  		// Cycles per second, see note 1.
0 , 0.2 , 0		// Amount of movement, see note 2.
NO OBJECT MOVING CUNT   // Object itself doesn't change orientation.

END OF GROOVE





START OF OPPONENT PATHS

25                            // Number of path nodes
    -38.099 , 5 ,-65.123// Node #0
  -37.272 , 5 ,-59.150   // Node #1
    -37.272 , 5 ,-46.315  // Node #2
-40.549 , 5 ,-41.06   // Node #3
-40.68 , 5 ,-31.979  // Node #4
    -28.83 , 5 ,-31.838// Node #5
  -28.785 , 5 ,-23.742   // Node #6
    -17.77 , 5 ,-23.742  // Node #7
-17.77 , 6.36 ,1.6   // Node #8
-17.75 , 5 ,32.028  // Node #9
    -43.98 , 5 ,32.079// Node #10
  -43.92 , 5 ,9.502   // Node #11
    -40.412 , 5 ,6.213  // Node #12
-40.356 , 5 ,0.099   // Node #13
-52.251 , 5 ,0.031  // Node #14
    -70.692 , 2.15 ,0.031  // Node #15
  -87.205 , 5 ,0.031  // Node #16
    -87.205 , 5 ,20.850  // Node #17
-96.422 , 6.36 ,20.850   // Node #18
-96.431 , 5 ,-4.109  // Node #19
    -93.555 , 5 ,-6.471// Node #20
  -92.694 , 5 ,-14.274  // Node #21
    -87.290 , 5 ,-17.304  // Node #22
-83.719 , 5 ,-22.165   // Node #23
-83.807 , 5 ,-65.123  // Node #24

25                                       // 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,    1.0,    0   // Section #2
   3,   4,   0, 255,   0, 255,    1.0,    0   // Section #3
   4,   5,   0, 255,   0, 255,    1.0,    0   // Section #4
   5,   6,   0, 255,   0, 255,    1.0,    0   // Section #5
   6,   7,   0, 255,   0, 255,    1.0,    0   // Section #6
   7,   8,   0, 255,   0, 255,    1.0,    0   // Section #7
   8,   9,   0, 255,   0, 255,    1.0,    0   // 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,    1.0,    0   // Section #12
   13,   14,   0, 255,   0, 255,    1.0,    0   // Section #13
   14,   15,   0, 255,   0, 255,    1.0,    0   // Section #14
   15,   16,   0, 255,   0, 255,    1.0,    0   // Section #15
   16,   17,   0, 255,   0, 255,    1.0,    0   // Section #16
   17,   18,   0, 255,   0, 255,    1.0,    0   // Section #17
   18,   19,   0, 255,   0, 255,    1.0,    0   // Section #18
   19,   20,   0, 255,   0, 255,    1.0,    0   // Section #19
   20,   21,   0, 255,   0, 255,    1.0,    0   // Section #20
   21,   22,   0, 255,   0, 255,    1.0,    0   // Section #21
   22,   23,   0, 255,   0, 255,    1.0,    0   // Section #22
   23,   24,   0, 255,   0, 255,    1.0,    0   // Section #23
   24,   0,   0, 255,   0, 255,    1.0,    0   // Section #24


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





2				// 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'
2.0					// car wall friction
0.7					// tyre road friction
1.0					// down force
1.0					// bumpiness
0					// tyre sound index
0					// crash sound index
0					// scrape noise index
0.0					// sparkiness
3					// room for expansion
MUD1.MAT				// skid mark material





4		// The number of NONCAR TYPES
02RBOX.txt
03BBOX.txt
04COR.txt
05CRA.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"





5			// Number of MULTIPLAYER START POINTS

-93.555 , 5 ,-6.471		// #1	, Start point coordinates
180				//	, Starting angle	

-17.75 , 5 ,32.028		// #2	, Start point coordinates
90				//	, Starting angle

-40.412 , 5 ,6.213		// #3	, Start point coordinates
270				//	, Starting angle	

-83.807 , 5 ,-65.123		// #4	, Start point coordinates
90				//	, Starting angle

-37.272 , 5 ,-59.150		// #5	, Start point coordinates
180				//	, Starting angle





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

.6
CC1.TXT		// Track's filename (Ejemplo: NewMap.txt)