VERSION 1

-,-,-
-,-
-,-
0.15 , 0.8		// LIGHTING strength for shady / lit areas
-32,-1,-15		// Position of centre of start of grid
225			// Direction that grid faces in 





0		// The number of CHECKPOINTS





0		// The number of SMASHABLE ENVIRONMENT SPECS





2		// The number of PED SPAWN MATERIALS

ballfiel
0				// Movement index
35				// Group index
7				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

Block2
0				// Movement index
32				// Group index
4				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials




-		// HORIZON STUFF
Horizon		// Name of sky texture pixelmap (or "none")
5				// Horizontal repetitions of sky texture
60				// Vertical size of sky texture (degrees)
190				// Position of horizon (pixels below top)
COLOUR		// Depth cue mode ("none", "dark" or "fog")
5,0		// Degree of fog/darkness
85,140,215			// 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
-
-
-
-





brawl_map.PIX		// The filename of the MAP PICTURE
4.719 , 0 , 0		// World -> map transformation matrix
0 , 0 , 0
0 , 5.245 , 0.002
329.972 , 243.746 , 0.001





START OF FUNK

marguee
DISTANCE	  // Distance or constant.
ROLL		  // Rolls the texture.
CONTINUOUS	  // Repeats the rolling.
-0.5 , 0	  // Speed (horizontal, vertical)
NO FUCKING LIGHTING
NO ANIMATION YOU CUNT

NEXT FUNK

MOVC1
CONSTANT
ROLL		  // Rolls the texture.
CONTINUOUS	  // Repeats the rolling.
0.2 , 0	  // Speed (horizontal, vertical)
NO FUCKING LIGHTING
NO ANIMATION YOU CUNT

NEXT FUNK

MOVA1.MAT
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
8
22
MOVA1
MOVA2
MOVA3
MOVA4
MOVA5
MOVA6
MOVA7
MOVA8
MOVA9
MOVA10
MOVA11
MOVA12
MOVA13
MOVA14
MOVA15
MOVA16
MOVA17
MOVA18
MOVA19
MOVA20
MOVA21
MOVA22

NEXT FUNK

MOVB1
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
8
17
MOVB1
MOVB2
MOVB3
MOVB4
MOVB5
MOVB6
MOVB7
MOVB8
MOVB9
MOVB10
MOVB11
MOVB12
MOVB13
MOVB14
MOVB15
MOVB16
MOVB17


END OF FUNK





START OF GROOVE
END OF GROOVE





START OF OPPONENT PATHS
//generated with CoffeyCup's PathMaker

24 // total nodes
-17,0,0      // node0
16.7,0,0      // node1
26.7,0,8.7      // node2
42,0,26      // node3
20,0,40      // node4
-20,0,40      // node5
-50,0,25.5      // node6
-66,0,-8.8      // node7
-50,0,-29      // node8
-42.5,0,-27      // node9
-26,0,-10      // node10
17,0,7      // node11
-17,0,7      // node12
-17,0,-8      // node13
17,0,-8      // node14
26.5,0,-9.8      // node15
48,0,-33      // node16
63,0,0      // node17
16,0,-44      // node18
-34,0,-40      // node19
-27,0,8.8      // node20
-35,0,17.5      // node21
-22.2,0,25.13      // node22
-8,0,27      // node23

32 // total paths
0 1 0 255 0 255 10.0 0 // Path0
1 2 0 255 0 255 10.0 0 // Path1
2 3 0 255 0 255 10.0 0 // Path2
3 4 0 255 0 255 10.0 0 // Path3
4 5 0 255 0 255 10.0 0 // Path4
5 6 0 255 0 255 10.0 0 // Path5
6 7 0 255 0 255 10.0 0 // Path6
7 8 0 255 0 255 10.0 0 // Path7
8 9 0 255 0 255 10.0 0 // Path8
9 10 0 255 0 255 10.0 0 // Path9
10 0 0 255 0 255 10.0 0 // Path10
//around the field and out
1 11 0 255 0 255 10.0 0 // Path11
11 12 0 255 0 255 10.0 0 // Path12
12 13 0 255 0 255 10.0 0 // Path13
13 14 0 255 0 255 10.0 0 // Path14
14 15 0 255 0 255 10.0 0 // Path15
15 16 0 255 0 255 10.0 0 // Path16
16 17 0 255 0 255 10.0 0 // Path17
17 3 0 255 0 255 10.0 0 // Path18
//out and to the left
16 18 0 255 0 255 10.0 0 // Path19
18 19 0 255 0 255 10.0 0 // Path20
19 9 0 255 0 255 10.0 0 // Path21
//up ramp
12 20 0 255 0 255 10.0 0 // Path22
20 21 0 255 0 255 1.0 0 // Path23
21 22 0 255 0 115 1.0 0 // Path24
22 23 0 255 0 115 1.0 0 // Path25
23 14 0 255 0 255 10.0 0 // Path26
// loop around dield
0 12 0 255 0 255 10.0 0 // Path27
1 14 0 255 0 255 10.0 0 // Path28
11 13 0 255 0 255 10.0 0 // Path29
14 11 0 255 0 255 10.0 0 // Path30
14 12 0 255 0 255 10.0 0 // Path31

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





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





2		// The number of NONCAR TYPES
67cone.txt
73lightTower.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"





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