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

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

44.0,0.0, 11.4				// Position of centre of start of grid
90				// Direction that grid faces in

// Laps, checkpoints etc

7				// # checkpoints

// Checkpoint #1
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
-35,-0.5,9.75			// Point #0
-35,2,9.75			// Point #1
-35,2,13.75			// Point #2
-35,-0.5,13.75			// Point #3

// Checkpoint #2
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
-10, -0.5, 56			// Point #0
-10, 2.0, 56			// Point #1
-10, 2.0, 62			// Point #2
-10, -0.5, 62			// Point #3

// Checkpoint #3
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
13.8, -3.5, 7			// Point #0
13.8, -1.5, 7			// Point #1
28.8, -1.5, 7			// Point #2
28.8, -3.5, 7			// Point #3

// Checkpoint #4
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
92.1, -0.5, -56.8		// Point #0
92.1, 2, -56.8			// Point #1
96.1, 2, -56.8			// Point #2
96.1, -0.5, -56.8		// Point #3

// Checkpoint #5
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
88.5, -0.5, -8			// Point #0
88.5, 2, -8			// Point #1
91.5, 2, -8			// Point #2
91.5, -0.5, -8			// Point #3

// Checkpoint #6
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
65.3, -0.5, 38.4		// Point #0
65.3, 2, 38.4			// Point #1
68.3, 2, 38.4			// Point #2
68.3, -0.5, 38.4		// Point #3

// Checkpoint #7
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
67,-0.5,9.75			// Point #0
67,2,9.75			// Point #1
67,2,13.75			// Point #2
67,-0.5,13.75			// Point #3


// Smashable environment specs

0





3		// The number of PED SPAWN MATERIALS

1Materi01	// Material name
0		// Movement index (?)
17		// Group index, see note 1.
0.202		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials (?)
0		// Number of exception materials (?)

Materi07	// Material name
0		// Movement index (?)
63		// Group index, see note 1.
4		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials (?)
0		// Number of exception materials (?)

0Material	// Material name
0		// Movement index (?)
38		// Group index, see note 1.
0.25		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials (?)
0		// Number of exception materials (?)

TRACKX.ACT			// Additional actor

// HORIZON STUFF

dhorizn			// Name of sky texture pixelmap (or "none")
5				// Horizontal repetitions of sky texture
60				// Vertical size of sky texture (degrees)
130				// Position of horizon (pixels below top)
colour					// Depth cue mode ("none", "dark" or "fog")
8.5,0					// Degree of fog/darkness
204,108,42				// Depth cue colour 205,132,53

// 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

GRITMAP.pix			// Map pixelmap name

2.94, 0.000, 0.000		// World->map transformation matrix
0.000, 0.000, 0.000
0.000, 3.414, 0.001
307.301, 231.524, -0.003

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

START OF FUNK

END OF FUNK

START OF GROOVE

END OF GROOVE

START OF OPPONENT PATHS

23
22.0, 0.1, 11.918	// 0
-55.3, 0.1, 11.918	// 1
-89.4,-3, 26.473	// 2
-86, -3, 52		// 3
-34.34,0.1, 64.1	// 4
-3, 0.1, 56.6		// 5
16.7, -3, 32		// 6
25, -3, -27		// 7
45.8, 0.1, -47.5	// 8
70.3,0.1,-61		// 9
88, 0.1, -61		// 10
97, 0.1, -48.7		// 11
95, 0.1, -35		// 12
91, 0.1, -23.6		// 13
88.9, 0.1,11.918	// 14
90, 0.1, 35		// 15
80,0.1,34.2		// 16
80,0.1,45.6		// 17
66.6,0.1,45.6		// 18
66.6,0.1,23.1		// 19
80,0.1,23.1		// 20
80.23, 0.1, 11.918	// 21
88.9, 0.1,45.6		// 22

27
0 1  0  255  0  255  10.0  0    // Path 0
1 2  0  255  0  255  10.0  0    // Path 1
2 3  0  255  0  255  10.0  0    // Path 2
3 4  0  255  0  255  10.0  0    // Path 3
4 5  0  255  0  255  10.0  0    // Path 4
5 6  0  255  0  255  10.0  0    // Path 5
6 7  0  255  0  255  10.0  0    // Path 6
7 8  0  255  0  255  10.0  0    // Path 7
8 9  0  255  0  255  10.0  0    // Path 8
9 10  0  255  0  255  10.0  0    // Path 9
10 11  0  255  0  255  10.0  0    // Path 10
11 12  0  255  0  45  10.0  0    // Path 11
12 13  0  255  0  255  10.0  0    // Path 12
13 14  0  255  0  255  10.0  0    // Path 13
14 15  0  255  0  255  10.0  1    // Path 14
15 16  0  255  0  255  10.0  1    // Path 15
16 17  0  255  0  255  10.0  1    // Path 16
17 18  0  255  0  255  10.0  1    // Path 17
18 19  0  255  0  255  10.0  1    // Path 18
19 20  0  255  0  255  10.0  1   // Path 19
20 21  0  255  0  255  10.0  1    // Path 20
21 0  0  255  0  255  10.0  1    // Path 21
0 3  0  255  0  255  10.0  0    // Path 22
13 21  0  255  0  255  10.0  0    // Path 23
3 7  0  255  0  255  10.0  0    // Path 24
15 22  0  255  0  255  10.0  0    // Path 25
22 17  0  255  0  255  10.0  0    // Path 26

0

END OF OPPONENT PATHS

START OF DRONE PATHS

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

3				// 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


//	material '0'
1.0			// car wall friction
1.0			// tyre road friction
1.0			// down force
5.0			// bumpiness
0			// tyre sound index
0			// crash sound index
0			// scrape noise index
1.0			// sparkiness
1			// room for expansion
DESKID.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


// Non CarObjects
6
05cactus.txt
14log.txt
16telegraph.txt
28MINECART01.txt
29gravsgn.txt
05rollinrock1.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

gritCity.txt