VERSION 1

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

160,160,160	// RGB for main directional light-source
0.1,0.2		// Ambient/Diffuse light to be used when plaything ambient says 0				}--- Neither of these have smooth lighting effecs applied
0.1,0.4		// Ambient/Diffuse light to be used when plaything ambient says 1				}
0.2,0.5		// Ambient/Diffuse light to be used when plaything ambient says anything else

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

10.977,-2,10.054				// Position of centre of start of grid
45				// Direction that grid faces in

// Laps, checkpoints etc

0				// # checkpoints

// Smashable environment specs
5			// Number of smash specs

0			// flags
redmetal		// Name of trigger material
nochange		// Mode
0			// Threshold
//Connotations
1			// number of possible sounds
4422
0			// count
0			// Number of explosion groups
none			// Slick material
0			// Number of non-cars activated
0			// Radius of side-effect smashes
0			// Extensions flags
0			// Room turn on code
none			// award code
0			// No run-time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4

0			// flags
metala		// Name of trigger material
nochange		// Mode
0			// Threshold
//Connotations
1			// number of possible sounds
4423
0			// count
0			// Number of explosion groups
none			// Slick material
1			// Number of non-cars activated
	0,0
	relative
	03
	-100,-100,-100
	100,100,100
	0,0		// Min, max towards you speed
	0		// Impactee velocity factor
	0		// Random velocity (max)
	0		// Random up velocity (max)
	0		// Random normal velocity (max)
	0		// Random spin rate (max)
0			// Radius of side-effect smashes
0			// Extensions flags
0			// Room turn on code
none			// award code
0			// No run-time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4

0			// flags
metalb		// Name of trigger material
nochange		// Mode
0			// Threshold
//Connotations
1			// number of possible sounds
4423
0			// count
0			// Number of explosion groups
none			// Slick material
1			// Number of non-cars activated
	0,0
	relative
	04
	-100,-100,-100
	100,100,100
	0,0		// Min, max towards you speed
	0		// Impactee velocity factor
	0		// Random velocity (max)
	0		// Random up velocity (max)
	0		// Random normal velocity (max)
	0		// Random spin rate (max)
0			// Radius of side-effect smashes
0			// Extensions flags
0			// Room turn on code
none			// award code
0			// No run-time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4

0			// flags
metalc		// Name of trigger material
nochange		// Mode
0			// Threshold
//Connotations
1			// number of possible sounds
4423
0			// count
0			// Number of explosion groups
none			// Slick material
1			// Number of non-cars activated
	0,0
	relative
	05
	-100,-100,-100
	100,100,100
	0,0		// Min, max towards you speed
	0		// Impactee velocity factor
	0		// Random velocity (max)
	0		// Random up velocity (max)
	0		// Random normal velocity (max)
	0		// Random spin rate (max)
0			// Radius of side-effect smashes
0			// Extensions flags
0			// Room turn on code
none			// award code
0			// No run-time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4

0			// flags
metald		// Name of trigger material
nochange		// Mode
0			// Threshold
//Connotations
1			// number of possible sounds
4423
0			// count
0			// Number of explosion groups
none			// Slick material
1			// Number of non-cars activated
	0,0
	relative
	06
	-100,-100,-100
	100,100,100
	0,0		// Min, max towards you speed
	0		// Impactee velocity factor
	0		// Random velocity (max)
	0		// Random up velocity (max)
	0		// Random normal velocity (max)
	0		// Random spin rate (max)
0			// Radius of side-effect smashes
0			// Extensions flags
0			// Room turn on code
none			// award code
0			// No run-time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4

// Ped specs

1				// Number of Ped Spawn Materials

metal1
0		// Movement index (?)
8		// Group index, see note 1.
1		// 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

DESKY2				// 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)
colour				// Depth cue mode ("none", "dark" or "fog")
7,0				// Degree of fog/darkness
89,75,61			// Depth cue colour (red, green, blue )

// DEFAULT ENGINE NOISE

0

// SPECIAL EFFECTS VOLUMES

2				// 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

BOX
20, 0, 0			// Offset from center for X-axis. (for both sides: left and right)
0, 20, 0		// Offset for Y-axis. (above and below center) Look at the picture too.
0, 0, 20			// Offset for Z-axis (forward and back from center)
0, 0, 0		// Center point of the box in the world. (Coordinates: x,y,z)
1			// Gravity multiplier, use negative values for inverted gravity.
1	 		// Viscosity multiplier. (Viscosity slows the car down, like in water)
0.0	 		// Car damage per millisecond. [No effect, I guess]
0.0	 		// Pedestrian damage per millisecond.
-1	 		// Camera effect index. (-1 and 1 = normal , 0 = water zoom in/out)
-1	 		// Sky colour. (-1 = normal pixelmap , 0 = black)
NONE 	 		// Windscreen texture to use. [No effect]
-1 	 		// Sound ID of entry noise. (in data/sound/sound.txt)
-1 	 		// Sound ID of exit noise.
1	 		// Engine sound index. (2 = water , 1 = normal)
0	 		// Material index. (?)
SATURATED		// Sound type: scattered / saturated / none. If none, don't write the following lines.
CONTINUOUS		// Delay between sounds: random / continuous. If continuous, you can use only one sound.
2			// I don't know what this is, but 1 is a good value here for ambient sounds. 
1 			// Number of sounds. (1 if "delay between sounds" is continuous)
4421			// Sound IDs. (get them from data/sound/sound.txt)


// 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

CACTUS_map.tif			// Map pixelmap name

9.455,		0.000,		0.000		// World->map transformation matrix
0.000,		0.000,		0.000
0.000,		9.455,		0.004
320.000,	240.000,	0.000

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

START OF FUNK

crowd
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
10
18
crowd
crowd
crowd1
crowd
crowd2
crowd
crowd
crowd3
crowd
crowd
crowd5
crowd
crowd6
crowd
crowd7
crowd
crowd9
crowd

NEXT FUNK

fire1
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
10
5
fire1
fire2
fire3
fire4
fire5


END OF FUNK

START OF GROOVE

END OF GROOVE

START OF OPPONENT PATHS

5                             // Number of path nodes

    -3.926    -2.875    1.626     // node 1 
    -3.157    -2.5    7.622     // node 2
    7.622    -2.5    3.157     // node 3
    6.545    -2.5    -5.022     // node 4
    -1.077    -2.5    -8.179    // node 5

5                                           // Number of path sections

   0    1   0  255  0  255  1.0  0    // path 0
   1    2   0  255  0  255  1.0  0    // path 0
   2    3   0  255  0  255  1.0  0    // path 0
   3    4   0  255  0  255  1.0  0    // path 0
   4    0   0  255  0  255  1.0  0    // path 0

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
1.0				// tyre road friction
1.0				// down force
0.0				// bumpiness
0				// tyre sound index
0				// crash sound index
0				// scrape noise index
2				// sparkiness
1				// room for expansion
SKIDMARK.MAT			// skid mark material

// Non CarObjects
6

..\Races\CACTUS\01axis.TXT
..\Races\CACTUS\02flipper.TXT
..\Races\CACTUS\03pusher.TXT
..\Races\CACTUS\04pusher.TXT
..\Races\CACTUS\05pusher.TXT
..\Races\CACTUS\06pusher.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"

8				// Number of network start points
12.042, -2.074, 13.383	// #1	, Start point coordinates
45			//	, Starting angle	
13.435, -2.074, 11.975	// #2	, Start point coordinates
45			//	, Starting angle	
-12.042, -2.074, 13.383	// #3	, Start point coordinates
315			//	, Starting angle	
-13.435, -2.074, 11.975	// #4	, Start point coordinates
315			//	, Starting angle	
-12.042, -2.074, -13.383// #5	, Start point coordinates
225			//	, Starting angle	
-13.435, -2.074, -11.975// #6	, Start point coordinates
225			//	, Starting angle	
12.042, -2.074, -13.383	// #7	, Start point coordinates
135			//	, Starting angle	
12.042, -2.074, -13.383	// #8	, Start point coordinates
135			//	, Starting angle	

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

1

CACTUS.TXT