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

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

0.0,0.0,0.0					// Position of centre of start of grid
180								// Direction that grid faces in

// Laps, checkpoints etc

6								// # 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

// Checkpoint #2
20,10,5							// Timer increment for each skill level (ped mode)
1								// # quads for this checkpoint
17.475,-100,-15.3						// Point #0
17.475,100,-15.3						// Point #1
12.975,100,-15.3						// Point #2
12.975,-100,-15.3						// Point #3

// Checkpoint #3
20,10,5							// Timer increment for each skill level (ped mode)
1								// # quads for this checkpoint
2.7145,-100,-19.85						// Point #0
2.7145,100,-19.85						// Point #1
2.7145,100,-15.75						// Point #2
2.7145,-100,-15.75						// Point #3

// Checkpoint #4
20,10,5							// Timer increment for each skill level (ped mode)
1								// # quads for this checkpoint
40.725,-100,-43.5						// Point #0
40.725,100,-43.5						// Point #1
36.075,100,-44.175						// Point #2
36.075,-100,-44.175						// Point #3

// Checkpoint #5
20,10,5							// Timer increment for each skill level (ped mode)
1								// # quads for this checkpoint
66.40,-100,-14.97						// Point #0
66.40,100,-14.97						// Point #1
69.03,100,-15.02						// Point #2
69.03,-100,-15.02						// Point #3

// Checkpoint #6
20,10,5							// Timer increment for each skill level (ped mode)
1								// # quads for this checkpoint
-6.445,-100,-6.9						// Point #0
-6.445,100,-6.9						// Point #1
1.875,100,-6.75						// Point #2
1.875,-100,-6.75						// Point #3

// Smashable environment specs

0

// Ped specs
22

curvew			// Material name
0				// Movement index
8				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

tunnel10			// Material name
0				// Movement index
8				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

tunnel2			// Material name
0				// Movement index
8				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

tunnel3			// Material name
0				// Movement index
8				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

tunnel5			// Material name
0				// Movement index
8				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

tunnel6			// Material name
0				// Movement index
8				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

tunnel7			// Material name
0				// Movement index
6				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

tunnel8			// Material name
0				// Movement index
6				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

tunnel9			// Material name
0				// Movement index
6				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

1sand1			// Material name
0				// Movement index
6				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

1sand2			// Material name
0				// Movement index
6				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

tile10			// Material name
0				// Movement index
6				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

roof1			// Material name
0				// Movement index
6				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

wood2			// Material name
0				// Movement index
6				// Group index
3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

park1			// Material name
0				// Movement index
4				// Group index
3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

park2			// Material name
0				// Movement index
4				// Group index
3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

park3			// Material name
0				// Movement index
4				// Group index
3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

park4			// Material name
0				// Movement index
4				// Group index
3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

park5			// Material name
0				// Movement index
4				// Group index
3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

park6			// Material name
0				// Movement index
4				// Group index
3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

park7			// Material name
0				// Movement index
4				// Group index
3				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

park8			// Material name
0				// Movement index
4				// Group index
3				// Peds per 100 square metres
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

citytrack.tif						// Map pixelmap name

3.672130,			0,		0		// World->map transformation matrix
0			0			0
0,		3.247102,			0.001245
190.415283,	258.066895,		0.006929

// ****** 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
60                           // Number of path nodes

1.875,   0.0,  1.875  // Node #0
26.625,   0.0,  1.875   // Node #1
28.5,   0.0,  0.0   // Node #2
28.5,   0.0,  -10.5  // Node #3
26.625,   0.0,  -12.3   // Node #4
17.175,   0.0,  -12.3   // Node #5
14.975,   0.0,  -14.1  // Node #6
14.25,   0.0,  -17.7   // Node #7
14.25,   0.6,  -21.0   // Node #8
15.975,   0.6,  -22.125  // Node #9
22.875,   0.6,  -21.125  // Node #10
25.05,   0.6,  -21.0   // Node #11
25.05,   1.2,  -17.7  // Node #12
22.875,   1.2,  -16.575   // Node #13
15.975,   1.2,  -16.575   // Node #14
13.8,   1.2,  -17.7  // Node #15
13.8,   1.8,  -21.0   // Node #16
15.975,   1.8,  -22.125   // Node #17
22.875,   1.8,  -22.125  // Node #18
25.05,   1.8,  -21.0   // Node #19
25.05,   2.4,  -17.7   // Node #20
22.875,   2.4,  -16.575  // Node #21
12.525,   2.4,  -16.575   // Node #22
8.625,   1.89,  -17.625   // Node #23
2.714,   0.89,  -17.804  // Node #24
0.0,   0.0,  -21.618   // Node #25
0.000,   0.000,  -24.58   // Node #26
1.875,   0.000,  -26.97  // Node #27
19.219,   0.000,  -28.32   // Node #28
21.059,   0.000,  -32.26   // Node #29
13.30,   -1.56,  -41.19   // Node #30
15.67,   -1.584,  -45.63   // Node #31
17.64,   -1.584,  -46.34  // Node #32
27.79,   -1.584,  -41.62   // Node #33
37.52,   -1.584,  -41.62   // Node #34
39.34,   -2.56,  -46.21   // Node #35
36.96,   -3.17,  -48.26   // Node #36
35.50,   -4.092,  -45.91  // Node #37
39.36,   -5.795,  -33.99   // Node #38
43.32,   -5.912,  -24.22   // Node #39
45.71,   -5.92,  -23.13   // Node #40
58.91,   -5.92,  -23.13   // Node #41
61.95,   -5.87,  -22.37  // Node #42
63.87,   -5.87,  -21.42  // Node #43
65.07,   -5.87,  -20.42   // Node #44
67.75,   -5.87,  -17.16   // Node #45
68.37,   -5.74,  -14.56   // Node #46
68.13,   -5.53,  -11.79  // Node #47
66.36,   -5.26,  -8.47  // Node #48
63.21,   -5.26,  -6.22   // Node #49
59.39,   -5.53,  -5.63   // Node #50
45.42,   -4.94,  -6.55   // Node #51
39.65,   -2.74,  -6.55  // Node #52
26.17,   -2.74,  -6.55  // Node #53
19.89,   -2.56,  -7.30   // Node #54
12.48,   -0.145,  -7.52   // Node #55
7.425,   -0.0,  -10.5   // Node #56
1.875,   -0.0,  -12.3  // Node #57
0.0,   -0.0,  -10.5  // Node #58
0.0,   -0.0,  -0.0   // Node #59

60                                          // 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
26,27,   0, 255,   0, 255,    1.0,    0   // Section #26
27,28,   0, 255,   0, 255,    1.0,    0   // Section #27
28,29,   0, 255,   0, 255,    1.0,    0   // Section #28
29,30,   0, 255,   0, 255,    1.0,    0   // Section #29
30,31,   0, 255,   0, 255,    1.0,    0   // Section #30
31,32,   0, 255,   0, 255,    1.0,    0   // Section #31
32,33,   0, 255,   0, 255,    1.0,    0   // Section #32
33,34,   0, 255,   0, 255,    1.0,    0   // Section #33
34,35,   0, 255,   0, 255,    1.0,    0   // Section #34
35,36,   0, 255,   0, 255,    1.0,    0   // Section #35
36,37,   0, 255,   0, 255,    1.0,    0   // Section #36
37,38,   0, 255,   0, 255,    1.0,    0   // Section #37
38,39,   0, 255,   0, 255,    1.0,    0   // Section #38
39,40,   0, 255,   0, 255,    1.0,    0   // Section #39
40,41,   0, 255,   0, 255,    1.0,    0   // Section #40
41,42,   0, 255,   0, 255,    1.0,    0   // Section #41
42,43,   0, 255,   0, 255,    1.0,    0   // Section #42
43,44,   0, 255,   0, 255,    1.0,    0   // Section #43
44,45,   0, 255,   0, 255,    1.0,    0   // Section #44
45,46,   0, 255,   0, 255,    1.0,    0   // Section #45
46,47,   0, 255,   0, 255,    1.0,    0   // Section #46
47,48,   0, 255,   0, 255,    1.0,    0   // Section #47
48,49,   0, 255,   0, 255,    1.0,    0   // Section #48
49,50,   0, 255,   0, 255,    1.0,    0   // Section #49
50,51,   0, 255,   0, 255,    1.0,    0   // Section #50
51,52,   0, 255,   0, 255,    1.0,    0   // Section #51
52,53,   0, 255,   0, 255,    1.0,    0   // Section #52
53,54,   0, 255,   0, 255,    1.0,    0   // Section #53
54,55,   0, 255,   0, 255,    1.0,    0   // Section #54
55,56,   0, 255,   0, 255,    1.0,    0   // Section #55
56,57,   0, 255,   0, 255,    1.0,    0   // Section #56
57,58,   0, 255,   0, 255,    1.0,    0   // Section #57
58,59,   0, 255,   0, 255,    1.0,    0   // Section #58
59,0,   0, 255,   0, 255,    1.0,    0   // Section #59


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
0.7					// 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

citytrack.txt