VERSION 1

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

234,243,255	// RGB for main directional light-source
0.3,0.9		// Ambient/Diffuse light to be used when plaything ambient says 0
0.3,0.9		// Ambient/Diffuse light to be used when plaything ambient says 1
0.2,0.7		// Ambient/Diffuse light to be used when plaything ambient says anything else

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

-23.929,1.721,-178.849			// Position of centre of start of grid
90								// Direction that grid faces in

// Laps, checkpoints etc

0								// # checkpoints

#// Checkpoint #1
#20,10,5							// Timer increment for each skill level (ped mode)
#1								// # quads for this checkpoint
#26.475,-100,5.55						// Point #0
#26.475,100,5.55						// Point #1
#26.625,100,0.0							// Point #2
#26.625,-100,0.0						// Point #3

1	// Smashable environment specs

// Start of smashable item
0					// Flags
dt_office_gls_		// Name of trigger material
texturechange				// Mode
dt_office_crk_	// Intact pixelmap
3					// Number of levels

0.2				// Trigger threshold
0				// Flags
solid				// Collision type
	// Connotations:
	1				// number of possible sounds
	4530				// sound ID
	0				// Shrapnel count
	0				// Explosion size
	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

1					// Number of pixelmaps
dt_office_crk_	// Pixelmap

0.6				// Trigger threshold
0				// Flags
solid				// Collision type
	// Connotations:
	1				// number of possible sounds
	4530				// sound ID
	0				// Shrapnel count
	0				// Explosion size
	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

1					// Number of pixelmaps
dt_office_crk_	// Pixelmap

0.8				// Trigger threshold
0				// Flags
PASSTHROUGH			// Collision type
	// Connotations:
	1				// number of possible sounds
	4501				// sound ID
	1				// Shrapnel count
		shards		// Shrapnel type
		0,18		// Min, max towards you speed
		0.3		// Impactee velocity factor
		0.5		// Random velocity (max)
		0		// Random up velocity (max)
		0		// Random normal velocity (max)
		15.0		// Random spin rate (max)
		1.5,2.5		// Min time, Max time
		.4		// Min cut length
		0		// Flags
		dt_office_gls_		// Shrapnel material
	0				// Explosion size
	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

1					// Number of pixelmaps
dt_office_brk_	// Pixelmap

0					// Reserved 1
0					// Reserved 2
0					// Reserved 3
0					// Reserved 4


// Ped specs
5

dt_pavement			// Material name
0				// Movement index
63				// Group index
5				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

tarmacplain_ba			// Material name
0				// Movement index
63				// Group index
5				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

stadium_groun2			// Material name
0				// Movement index
63				// Group index
5				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

dt_officflr2			// Material name
0				// Movement index
63				// Group index
5				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

grass_128HV			// Material name
0				// Movement index
63				// Group index
5				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

TRACKX.ACT				// Additional actor

// HORIZON STUFF

Horizon04			// Name of sky texture pixelmap (or "none")
10				// Horizontal repetitions of sky texture (7)
20				// Vertical size of sky texture (degrees)
250				// Position of horizon (pixels below top)
colour				// Depth cue mode ("none", "dark" or "fog")
5,0				// Degree of fog/darkness
142,24,8			// Depth cue colour (red, green, blue )

// DEFAULT ENGINE NOISE

0

// SPECIAL EFFECTS VOLUMES

2				// # 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
11				// material index 10

BOX
3.5, 0, 0			// Offset from center for X-axis. (for both sides: left and right)
0, 1.55, 0		// Offset for Y-axis. (above and below center) Look at the picture too.
0, 0, 3.45			// Offset for Z-axis (forward and back from center)
-152.321, 2.439, -175.794		// 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.
1			// 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)
4420			// 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

downtown_map.tif						// Map pixelmap name
1.600000,0.000000,0.000000		// World->map transformation matrix
0.000000,0.000000,0.000000
0.000000,1.386303,0.000532
528.0000,457.480103,0.083403

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

START OF FUNK

END OF FUNK

START OF GROOVE

END OF GROOVE


// ****** START OF OPPONENT PATHS ******

START OF OPPONENT PATHS
0                           // Number of path nodes

#1.875,   0.0,  1.875  // Node #0
#26.625,   0.0,  1.875   // Node #1

0                                          // Number of path sections

#0,1,   0, 255,   0, 255,    1.0,    0   // Section #0
#1,2,   0, 255,   0, 255,    1.0,    0   // Section #1



0                                                            // Number of cop start points

END OF OPPONENT PATHS

START OF DRONE PATHS

0     // version
0    // n_nodes

END OF DRONE PATHS

0					// number of material modifiers

//Grass-base-Rig
//1					// car wall friction
//1					// tyre road friction
//1					// down force
//4					// bumpiness
//-1					// tyre sound index
//-1					// crash sound index
//-1					// scrape noise index
//1					// sparkiness
//1					// room for expansion
//MUD1.MAT				// skid mark material


33					// Non CarObjects

..\Races\downtown_vice\noncars\01vegpalm04x.txt
..\Races\downtown_vice\noncars\02vegpalmbig14x.txt
..\Races\downtown_vice\noncars\03vegpalm02x.txt
..\Races\downtown_vice\noncars\04vegpalmwee02x.txt
..\Races\downtown_vice\noncars\05vegpalmwee01x.txt
..\Races\downtown_vice\noncars\06vegpalmwee03x.txt
..\Races\downtown_vice\noncars\07vegpalmbk04x.txt
..\Races\downtown_vice\noncars\08Mtraffic1x.txt
..\Races\downtown_vice\noncars\09Mpostbox1x.txt
..\Races\downtown_vice\noncars\10parkingmetergx.txt
..\Races\downtown_vice\noncars\11stonebench1x.txt
..\Races\downtown_vice\noncars\12mlamppostx.txt
..\Races\downtown_vice\noncars\13Streetlamp1x.txt
..\Races\downtown_vice\noncars\14bussign1x.txt
..\Races\downtown_vice\noncars\15telgrphpole02x.txt
..\Races\downtown_vice\noncars\16bookshelf.txt
..\Races\downtown_vice\noncars\17cabinet.txt
..\Races\downtown_vice\noncars\18chair.txt
..\Races\downtown_vice\noncars\19computer.txt
..\Races\downtown_vice\noncars\20coolchair.txt
..\Races\downtown_vice\noncars\21couch.txt
..\Races\downtown_vice\noncars\22desk.txt
..\Races\downtown_vice\noncars\23deskchair.txt
..\Races\downtown_vice\noncars\24glasstable.txt
..\Races\downtown_vice\noncars\25lazychair.txt
..\Races\downtown_vice\noncars\26officelamp.txt
..\Races\downtown_vice\noncars\27smallwall.txt
..\Races\downtown_vice\noncars\28vending.txt
..\Races\downtown_vice\noncars\29wall.txt
..\Races\downtown_vice\noncars\30watertower.txt
..\Races\downtown_vice\noncars\31elevator.txt
..\Races\downtown_vice\noncars\32haybale.txt
..\Races\downtown_vice\noncars\33ton.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"

6					// Number of network start points

-60.728,4.469,82.167			//1
0

-37.813,4.469,82.827			//2
0

3.641,4.438,-62.313			//3
90

-101.912,4.438,-62.251			//4
270

-37.770,6.915,-174.348			//5
180

-60.824,6.915,-174.042			//6
180

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


1
downtown_vice.txt