VERSION 1

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

255,255,255	// RGB for main directional light-source
0.2,0.8		// Ambient/Diffuse light to be used when plaything ambient says 0				}--- Neither of these have smooth lighting effecs applied
1.0,0.8		// 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

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

-19.004,0.000,2.976				// Position of centre of start of grid
0				// Direction that grid faces in

// Laps, checkpoints etc

2				// # checkpoints

// Checkpoint #1
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
-21.400,-1.000,-4.000		// Point #0
-21.400, 2.000,-4.000		// Point #1
-17.800, 2.000,-4.000		// Point #2
-17.800,-1.000,-4.000		// Point #3

// Checkpoint #2`	
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
-8.300,-1.000,12.000		// Point #0
-8.300, 2.000,12.000		// Point #1
-5.000, 2.000,12.000		// Point #2
-5.000,-1.000,12.000		// Point #3

// Smashable environment specs

0

// Ped specs

0

TRACKX.ACT			// Additional actor

// HORIZON STUFF

ovsky				// Name of sky texture pixelmap (or "none")
10				// Horizontal repetitions of sky texture
60				// Vertical size of sky texture (degrees)
180				// Position of horizon (pixels below top)
none				// Depth cue mode ("none", "dark" or "fog")
7,0				// Degree of fog/darkness
20,20,20			// Depth cue colour (red, green, blue )

// DEFAULT ENGINE NOISE

0

// SPECIAL EFFECTS VOLUMES

0				// # special effects volumes

// 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

STANMAP.pix			// Map pixelmap name

9.692, 0.000, 0.000		// World->map transformation matrix
0.000, 0.000, 0.000
0.000, 7.025, 0.003
526.142, 231.355, -0.003

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

START OF FUNK

END OF FUNK

START OF GROOVE

END OF GROOVE

START OF OPPONENT PATHS

13                              // Number of path nodes

  -19.595,    0.000,   -3.135   // Node #0
  -18.297,    0.000,   -7.339   // Node #1
  -15.297,    0.000,   -9.822   // Node #2
  -10.906,    0.000,   -9.765   // Node #3
   -7.690,    0.000,   -7.113   // Node #4
   -6.787,    0.000,   -4.123   // Node #5
   -6.787,    0.000,   12.103   // Node #6
   -8.254,    0.000,   16.052   // Node #7
  -11.865,    0.000,   18.309   // Node #8
  -16.097,    0.000,   17.745   // Node #9
  -18.975,    0.000,   15.263   // Node #10
  -19.821,    0.000,   11.426   // Node #11
  -19.821,    0.000,    6.006   // Node #12

13                                            // Number of path sections

   0,   1,   0, 255,   0, 255,    1.0,    1   // Section #0
   1,   2,   0, 255,   0, 255,    1.0,    1   // Section #1
   2,   3,   0, 255,   0, 255,    1.0,    1   // Section #2
   3,   4,   0, 255,   0, 255,    1.0,    1   // Section #3
   4,   5,   0, 255,   0, 255,    1.0,    1   // Section #4
   5,   6,   0, 255,   0, 255,    1.0,    1   // Section #5
   6,   7,   0, 255,   0, 255,    1.0,    1   // Section #6
   7,   8,   0, 255,   0, 255,    1.0,    1   // Section #7
   8,   9,   0, 255,   0, 255,    1.0,    1   // Section #8
  9,   10,   0, 255,   0, 255,    1.0,    1   // Section #9
  10,  11,   0, 255,   0, 255,    1.0,    1   // Section #10
  11,  12,   0, 255,   0, 255,    1.0,    1   // Section #11
  12,   0,   0, 255,   0, 255,    1.0,    1   // Section #12

0				// Number of cop start points

END OF OPPONENT PATHS

START OF DRONE PATHS

0	// version
0	// n_nodes
	
END OF DRONE PATHS

1				// number of material modifiers

// default material
1.5				// car wall friction
1.1				// tyre road friction
15.0				// down force
0.0				// bumpiness
0				// tyre sound index
0				// crash sound index
0				// scrape noise index
1.5				// sparkiness
1				// room for expansion
SKIDMARK.MAT			// skid mark material

5		// The number of NONCAR TYPES
36tyre.txt
94fuelTruck.txt
93satTruck.txt
95rvTrailer.txt
96delTruck.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"

0				// Number of network start points

1				// number of splash files
CASPLASH.PIX 			//  name of pixelmapfile for splashes

1

Standlake.TXT