VERSION 1

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

255,255,255	// RGB for main directional light-source
0.2,0.0		// Ambient/Diffuse light to be used when plaything ambient says 0
1.0,0.0		// 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

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

46.496,11.89,22.32					// Position of centre of start of grid
230								// Direction that grid faces in

// Laps, checkpoints etc

5								// # checkpoints

// Checkpoint #1
20,10,5							// Timer increment for each skill level (ped mode)
1								// # quads for this checkpoint
58.61,-100,49.27						// Point #0
58.61,100,49.27						// Point #1
58.44,100,55.41						// Point #2
58.44,-100,55.41						// Point #3

// Checkpoint #2
20,10,5							// Timer increment for each skill level (ped mode)
1								// # quads for this checkpoint
24.83,-100,79.88						// Point #0
24.83,100,79.88						// Point #1
29.42,100,74.94					// Point #2
29.42,-100,74.94

// Checkpoint #3
20,10,5							// Timer increment for each skill level (ped mode)
1								// # quads for this checkpoint
92.35,-100,79.66						// Point #0
92.35,100,79.66						// Point #1
91.98,100,73.53					// Point #2
91.98,-100,73.53

// Checkpoint #4
20,10,5							// Timer increment for each skill level (ped mode)
1								// # quads for this checkpoint
82.53,-100,20.33						// Point #0
82.53,100,20.33						// Point #1
77.44,100,23.76					// Point #2
77.44,-100,23.76

// Checkpoint #5
20,10,5							// Timer increment for each skill level (ped mode)
1								// # quads for this checkpoint
20.81,-100,-3.29						// Point #0
20.81,100,-3.29						// Point #1
26.30,100,-0.55					// Point #2
26.30,-100,-0.55

// Smashable environment specs

0

// Ped specs
5

0sand		// Name of the material which spawns peds.
0		// Movement index (?)
6		// Group index, see note 1.
2		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials (?)
0		// Number of exception materials (?)

0grey		// Name of the material which spawns peds.
0		// Movement index (?)
6		// Group index, see note 1.
2		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials (?)
0		// Number of exception materials (?)


whitetogrey		// Name of the material which spawns peds.
0		// Movement index (?)
6		// Group index, see note 1.
2		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials (?)
0		// Number of exception materials (?)

leftmid		// Name of the material which spawns peds.
0		// Movement index (?)
6		// Group index, see note 1.
2		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials (?)
0		// Number of exception materials (?)

leftfin		// Name of the material which spawns peds.
0		// Movement index (?)
6		// Group index, see note 1.
2		// 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")
5					// Horizontal repetitions of sky texture
66					// Vertical size of sky texture (degrees)
128					// Position of horizon (pixels below top)
colour					// Depth cue mode ("none", "dark" or "fog")
7,0					// Degree of fog/darkness
231,231,207				// 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

deserttrack.tif						// Map pixelmap name

2.346416,			0,		0		// World->map transformation matrix
0			0			0
0,		2.471774,			0.000948
153.810150,	153.810364,		-0.033053

// ****** 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
27                           // Number of path nodes

46.70,   12.24,  22.40   // Node #0
66.18,   12.24,  37.21   // Node #1
69.81,   12.24,  40.64   // Node #2
72.10,   12.24,  44.66   // Node #3
68.71,   12.24,  50.18   // Node #4
64.62,   12.24,  51.50   // Node #5
37.10,   12.24,  53.58   // Node #6
29.23,   12.24,  58.04   // Node #7
23.26,   12.24,  64.51   // Node #8
22.47,   12.24,  70.35   // Node #9
25.66,   12.24,  75.57   // Node #10
35.09,   12.24,  81.18   // Node #11
46.36,   12.24,  80.78   // Node #12
55.76,   12.24,  76.60   // Node #13
67.20,   12.24,  70.70   // Node #14
80.39,   12.24,  75.31   // Node #15
90.34,   12.24,  78.14   // Node #16
99.36,   12.24,  75.46   // Node #17
103.01,   12.24,  59.62   // Node #18
85.36,   12.24,  28.43   // Node #19
75.30,   12.24,  17.25   // Node #20
62.17,   12.24,  11.22   // Node #21
50.99,   12.24,  4.54   // Node #22
36.62,   12.24,  -3.46   // Node #23
25.46,   12.24,  -3.13   // Node #24
22.84,   12.24,  1.87   // Node #25
29.79,   12.24,  10.06   // Node #26
                                       
27			// 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
2,3,   0, 255,   0, 255,    1.0,    0   // Section #2
3,4,   0, 255,   0, 255,    1.0,    0   // Section #3
4,5,   0, 255,   0, 255,    1.0,    0   // Section #4
5,6,   0, 255,   0, 255,    1.0,    0   // Section #5
6,7,   0, 255,   0, 255,    1.0,    0   // Section #6
7,8,   0, 255,   0, 255,    1.0,    0   // Section #7
8,9,   0, 255,   0, 255,    1.0,    0   // Section #8
9,10,   0, 255,   0, 255,    1.0,    0   // Section #9
10,11,   0, 255,   0, 255,    1.0,    0   // Section #10
11,12,   0, 255,   0, 255,    1.0,    0   // Section #11
12,13,   0, 255,   0, 255,    1.0,    0   // Section #12
13,14,   0, 255,   0, 255,    1.0,    0   // Section #13
14,15,   0, 255,   0, 255,    1.0,    0   // Section #14
15,16,   0, 255,   0, 255,    1.0,    0   // Section #15
16,17,   0, 255,   0, 255,    1.0,    0   // Section #16
17,18,   0, 255,   0, 255,    1.0,    0   // Section #17
18,19,   0, 255,   0, 255,    1.0,    0   // Section #18
19,20,   0, 255,   0, 255,    1.0,    0   // Section #19
20,21,   0, 255,   0, 255,    1.0,    0   // Section #20
21,22,   0, 255,   0, 255,    1.0,    0   // Section #21
22,23,   0, 255,   0, 255,    1.0,    0   // Section #22
23,24,   0, 255,   0, 255,    1.0,    0   // Section #23
24,25,   0, 255,   0, 255,    1.0,    0   // Section #24
25,26,   0, 255,   0, 255,    1.0,    0   // Section #25
26,0,   0, 255,   0, 255,    1.0,    0   // Section #26

0                                                            // Number of cop start points

END OF OPPONENT PATHS

START OF DRONE PATHS

0     // version
0    // n_nodes

END OF DRONE PATHS

9					// number of material modifiers

// default material
1.0					// 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
1.0					// sparkiness
1					// room for expansion
SKIDMARK.MAT				// skid mark material

//	material '0'
2.0					// car wall friction
1.2					// tyre road friction
1.0					// down force
1.0					// bumpiness
0					// tyre sound index
0					// crash sound index
0					// scrape noise index
0.0					// sparkiness
3					// room for expansion
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

//	material '2'
1.5					// car wall friction
1.2					// tyre road friction
1.0					// down force
8					// bumpiness
-1					// tyre sound index
-1					// crash sound index
-1					// scrape noise index
3					// sparkiness
1					// room for expansion
MUD1.MAT				// skid mark material

//	material '3'
1.5					// car wall friction
1.2					// tyre road friction
1.0					// down force
4					// bumpiness
-1					// tyre sound index
-1					// crash sound index
-1					// scrape noise index
5					// sparkiness
3					// room for expansion
MUD1.MAT				// skid mark material

//	material '4'
1.0					// car wall friction
1.0					// tyre road friction
1.0					// down force
1					// bumpiness
0					// tyre sound index
0					// crash sound index
0					// scrape noise index
0					// sparkiness
3					// room for expansion
MUD2.MAT				// room for expansion

//	material '5'
1.5					// car wall friction
1.5					// tyre road friction
1.0					// down force
0					// bumpiness
0					// tyre sound index
0					// crash sound index
0					// scrape noise index
0					// sparkiness
1					// room for expansion
0					// skid mark material

//	material '6'
2					// car wall friction
1					// tyre road friction
1.0					// down force
4					// bumpiness
-1					// tyre sound index
-1					// crash sound index
-1					// scrape noise index
5					// sparkiness
1					// room for expansion
MUD1.MAT				// skid mark material

// material '7'
1.0					// car wall friction
1.0					// tyre road friction
1.0					// down force
0.0					// bumpiness
-1					// tyre sound index
-1					// crash sound index
-1					// scrape noise index
0					// sparkiness
1					// room for expansion
none					// 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"

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

0					// number of splash files
				//  name of pixelmapfile for splashes

1

deserttrack.txt