		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

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

0.6097,1.6666,-1.756		// 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
-2.1232,-0.563,-3.014		// Point #0
-2.1232,1.438,-3.014		// Point #1
3.555,1.438,-3.014		// Point #2
3.555,-0.563,-3.014		// Point #3

// Checkpoint #2`	
20,10,5				// Timer increment for each skill level (ped mode)
1				// # quads for this checkpoint
-17.980,-0.563,6.164		// Point #0
-17.980,1.438,6.164		// Point #1
-12.216,1.438,6.164		// Point #2
-12.216,-0.563,6.164		// Point #3

// Smashable environment specs

0

// Ped specs

3		// Number of Ped Spawn Materials

wartrckm.mat			// Material name
0				// Movement index
31				// Group index
20				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

wartribu.mat			// Material name
0				// Movement index
31				// Group index
20				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

wartrckpin
0				// Movement index
31				// Group index
20				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials


TRACKX.ACT			// Additional actor

// HORIZON STUFF

marsky			// 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

marmap.PIX			// Map pixelmap name

26.096, 0.000, 0.000		// World->map transformation matrix
0.000, 0.000, 0.000
0.000, 12.296, 0.005
459.194, 213.553, -0.010

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

START OF FUNK

wtraflightc.MAT
DISTANCE	  // Distance or constant.
ROLL		  // Rolls the texture.
CONTINUOUS	  // Repeats the rolling.
0.9 , 0.0	  // Speed (horizontal, vertical)
NO FUCKING LIGHTING
NO ANIMATION YOU CUNT


END OF FUNK

START OF GROOVE

END OF GROOVE

START OF OPPONENT PATHS

12                              // Number of path nodes

    0.333,   -3.048,   -5.654    // Node #0
   -1.666,   -3.048,   -9.654    // Node #1
   -7.381,   -3.048,   -11.511   // Node #2
   -12.524,   -3.048,  -10.939   // Node #3
   -14.381,   -3.048,  -7.796    // Node #4
   -14.952,   -3.048,  -0.082    // Node #5
   -14.524,   -3.048,   6.488    // Node #6
   -12.666,   -3.048,   11.917   // Node #7
    -7.666,   -3.048,   14.917   // Node #8
    -2.238,   -3.048,   13.203   // Node #9
     0.400,   -3.048,    7.963   // Node #10
     0.408,   -3.048,  	 0.880   // Node #11
    
   


12                                            // Number of path sections

   0,   1,   0, 255,   0, 255,    1.6,    1   // Section #0
   1,   2,   0, 255,   0, 255,    1.6,    1   // Section #1
   2,   3,   0, 255,   0, 255,    1.6,    1   // Section #2
   3,   4,   0, 255,   0, 255,    1.6,    1   // Section #3
   4,   5,   0, 255,   0, 255,    1.6,    1   // Section #4
   5,   6,   0, 255,   0, 255,    1.6,    1   // Section #5
   6,   7,   0, 255,   0, 255,    1.6,    1   // Section #6
   7,   8,   0, 255,   0, 255,    1.6,    1   // Section #7
   8,   9,   0, 255,   0, 255,    1.6,    1   // Section #8
   9,  10,   0, 255,   0, 255,    1.6,    1   // Section #9
  10,  11,   0, 255,   0, 255,    1.6,    1   // Section #10
  11,   0,   0, 255,   0, 255,    1.6,    1   // Section #11
  
  

  


0                                                             // Number of cop start points

END OF OPPONENT PATHS

END OF OPPONENT PATHS

START OF DRONE PATHS

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

1				// number of material modifiers

// default material
4.5				// car wall friction
0.9				// tyre road friction
15.0				// down force
1.0				// bumpiness
0				// tyre sound index
0				// crash sound index
0				// scrape noise index
0.0				// sparkiness
3				// room for expansion
SKIDMARK.MAT			// room for expansion



// Non CarObjects
0

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
wtest.TXT