VERSION 4

// Generated by CarEd v.1.13 beta
// Sub member: Master-crush data
1                           // Number of 'X mins' entries.
0.104000                    // X mins                     
1                           // Number of 'X maxs' entries.
-0.107000                   // X maxs                     
1                           // Number of 'Y mins' entries.
0.138000                    // Y mins                     
1                           // Number of 'Y maxs' entries.
0.062000                    // Y maxs                     
1                           // Number of 'Z mins' entries.
0.215000                    // Z mins                     
1                           // Number of 'Z maxs' entries.
-0.227000                   // Z maxs                     
1.000000                    // Bendability factor         
-0.064000                   // Bend point Z min           
0.152000                    // Bend point Z max           
1.000000                    // Snappability factor        
0                           // Y split position           
0.056000,0.163000,0.053000  // Driver position            

17                          // Number of 'Crush data' entries.

// entry 1
DOORR          // actor
very_hard		// softness
flap        // Crush type  (flap,detach,fully_detach,joint_index) 
1           // Hinge point 0 (index of the vertex from the model) 
5           // Hinge point 1 (index of the vertex from the model) 
4           // Hinge point 2 (index of the vertex from the model) 
1           // Kev-o-flap? 1 = door     2 = hood,bumper... 
easy        // Ease of flap (very_hard,hard,normal,soft,vey_soft) 
box         // shape
1             // number of smashable textures
// smashable part #1 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
59EDWin1	// name of material
59EDWin1	// pixelmap to use when intact
2				// Number of levels
0.0005			// trigger threshold (default if zero)
1				// flags

	// 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
59EDWin2C	// pixelmap to use when smashed level 1
0.002			// trigger threshold (default if zero)
0				// flags

	// Connotations:
	
	1				// number of possible sounds
	4500			// sound ID

	1				// Shrapnel count
	shards			// Shrapnel type
	0,0				// Min,max speed towards car
	1.0				// Impactee velocity factor
	10.0			// Random velocity (max)
	2.0				// Random up velocity (max)
	0				// Random normal velocity (max)
	100.0			// Random spin rate (max)
	0.75,1.25		// Min time, Max time
	0.005			// Min cut length
	0				// flags
	SCRN4		// name of 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
59EDWin2B			// pixelmap to use when smashed level 2


// entry 2
59ELDORADO.ACT       // actor
very_hard		// softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
3             // number of smashable textures
// smashable part #1 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
59EFWin	// name of material
59EFWin	// pixelmap to use when intact
2				// Number of levels
0.0005			// trigger threshold (default if zero)
1				// flags

	// 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
59EFWinC	// pixelmap to use when smashed level 1
0.002			// trigger threshold (default if zero)
0				// flags

	// Connotations:
	
	1				// number of possible sounds
	4500			// sound ID

	1				// Shrapnel count
	shards			// Shrapnel type
	0,0				// Min,max speed towards car
	1.0				// Impactee velocity factor
	10.0			// Random velocity (max)
	2.0				// Random up velocity (max)
	0				// Random normal velocity (max)
	100.0			// Random spin rate (max)
	0.75,1.25		// Min time, Max time
	0.005			// Min cut length
	0				// flags
	SCRN4		// name of 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
59EFWinB			// pixelmap to use when smashed level 2
// smashable part #2 xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
  59EHl2       // name of material                           
  59EHl2    // pixelmap to use when intact                
  1           // Number of levels                   
  0.002       // trigger threshold (default if zero)
  0           // flags
  // Connotations: 
  1           // number of possible sounds   
  4520        // sound ID                            
  1           // Shrapnel count              
  shards      // Shrapnel type                       
  0,0         // Min,max speed towards car   
  1.0         // Impactee velocity factor    
  10.0        // Random velocity (max)               
  2.0         // Random up velocity (max)    
  0           // Random normal velocity (max)
  100.0       // Random spin rate (max)              
  0.75,1.25   // Min time, Max time                  
  0.005       // Min cut length                      
  0x01        // flags                               
  SCRN4      // name of 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          
  59EHl2b    // pixelmap to use when smashed  
// smashable part #3 xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
  59EBrake       // name of material                           
  59EBrake    // pixelmap to use when intact                
  1           // Number of levels                   
  0.002       // trigger threshold (default if zero)
  0           // flags
  // Connotations: 
  1           // number of possible sounds   
  4520        // sound ID                            
  1           // Shrapnel count              
  shards      // Shrapnel type                       
  0,0         // Min,max speed towards car   
  1.0         // Impactee velocity factor    
  10.0        // Random velocity (max)               
  2.0         // Random up velocity (max)    
  0           // Random normal velocity (max)
  100.0       // Random spin rate (max)              
  0.75,1.25   // Min time, Max time                  
  0.005       // Min cut length                      
  0x01        // flags                               
  SCRN4      // name of 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          
  59EBrakeb    // pixelmap to use when smashed  

// entry 3
DOORL          // actor
very_hard		// softness
flap        // Crush type  (flap,detach,fully_detach,joint_index) 
1           // Hinge point 0 (index of the vertex from the model) 
5           // Hinge point 1 (index of the vertex from the model) 
4           // Hinge point 2 (index of the vertex from the model) 
1           // Kev-o-flap? 1 = door     2 = hood,bumper... 
easy        // Ease of flap (very_hard,hard,normal,soft,vey_soft) 
box         // shape
1             // number of smashable textures
// smashable part #1 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
59EDWin2	// name of material
59EDWin2	// pixelmap to use when intact
2				// Number of levels
0.0005			// trigger threshold (default if zero)
1				// flags

	// 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
59EDWin2C	// pixelmap to use when smashed level 1
0.002			// trigger threshold (default if zero)
0				// flags

	// Connotations:
	
	1				// number of possible sounds
	4500			// sound ID

	1				// Shrapnel count
	shards			// Shrapnel type
	0,0				// Min,max speed towards car
	1.0				// Impactee velocity factor
	10.0			// Random velocity (max)
	2.0				// Random up velocity (max)
	0				// Random normal velocity (max)
	100.0			// Random spin rate (max)
	0.75,1.25		// Min time, Max time
	0.005			// Min cut length
	0				// flags
	SCRN4		// name of 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
59EDWin2B			// pixelmap to use when smashed level 2


// entry 4
HOOD          // actor
very_hard		// softness
flap        // Crush type  (flap,detach,fully_detach,joint_index) 
46           // Hinge point 0 (index of the vertex from the model) 
16           // Hinge point 1 (index of the vertex from the model) 
44           // Hinge point 2 (index of the vertex from the model) 
0           // Kev-o-flap? 1 = door     2 = hood,bumper... 
very_hard        // Ease of flap (very_hard,hard,normal,soft,vey_soft) 
box         // shape
0             // number of smashable textures

// entry 5
BUMPERF          // actor
very_hard		// softness
detach      // Crush type  
very_hard      // Ease of detachment  
stubborn    // Type  "normal","stubborn","fully_detach" 
box         // shape
1           // Number of 'Smash data' entries.
// smashable part #1 xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
  59ETurnsig1       // name of material                           
  59ETurnsig1    // pixelmap to use when intact                
  1           // Number of levels                   
  0.002       // trigger threshold (default if zero)
  0           // flags
  // Connotations: 
  1           // number of possible sounds   
  4520        // sound ID                            
  1           // Shrapnel count              
  shards      // Shrapnel type                       
  0,0         // Min,max speed towards car   
  1.0         // Impactee velocity factor    
  10.0        // Random velocity (max)               
  2.0         // Random up velocity (max)    
  0           // Random normal velocity (max)
  100.0       // Random spin rate (max)              
  0.75,1.25   // Min time, Max time                  
  0.005       // Min cut length                      
  0x01        // flags                               
  SCRN4      // name of 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          
  59ETurnsig1b    // pixelmap to use when smashed  

// entry 6
REAR          // actor
very_hard		// softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 7
TRUNK          // actor
very_hard		// softness
flap        // Crush type  (flap,detach,fully_detach,joint_index) 
3           // Hinge point 0 (index of the vertex from the model) 
5           // Hinge point 1 (index of the vertex from the model) 
0           // Hinge point 2 (index of the vertex from the model) 
1           // Kev-o-flap? 1 = door     2 = hood,bumper... 
easy        // Ease of flap (very_hard,hard,normal,soft,vey_soft) 
box         // shape
0             // number of smashable textures

// entry 8
ENGINE          // actor
uncrushable        // softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 9
FANASS          // actor
uncrushable        // softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 10
INTERIOR          // actor
very_hard		// softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 11
UND_          // actor
very_hard		// softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 12
DRIVER          // actor
very_hard        // softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 13
MIRROR          // actor
very_hard        // softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 14
HUBCAPL1          // actor
uncrushable        // softness
detach      // Crush type  
very_easy      // Ease of detachment  
fully_detach    // Type  "normal","stubborn","fully_detach" 
box         // shape
0           // Number of 'Smash data' entries.

// entry 15
HUBCAPL2          // actor
uncrushable        // softness
detach      // Crush type  
very_easy      // Ease of detachment  
fully_detach    // Type  "normal","stubborn","fully_detach" 
box         // shape
0           // Number of 'Smash data' entries.

// entry 16
HUBCAPL3          // actor
uncrushable        // softness
detach      // Crush type  
very_easy      // Ease of detachment  
fully_detach    // Type  "normal","stubborn","fully_detach" 
box         // shape
0           // Number of 'Smash data' entries.

// entry 17
HUBCAPL4          // actor
uncrushable        // softness
detach      // Crush type  
very_easy      // Ease of detachment  
fully_detach    // Type  "normal","stubborn","fully_detach" 
box         // shape
0           // Number of 'Smash data' entries.

// Here are some sample crush data settings
//
// // Crush data entry #2  (a simple bumper) 
// MAFBMP      // Actor    
// normal      // Softness 
// detach      // Crush type  
// normal      // Ease of detachment  
// stubborn    // Type  "normal","stubborn","fully_detach" 
// box         // shape
// 0           // Number of 'Smash data' entries.  
//
// // Crush data entry #5  (a car hood)      
// MAHOOD      // Actor                                  
// normal      // Softness (uncrushable,very_hard,hard,normal,soft,vey_soft)
// flap        // Crush type  (flap,detach,fully_detach,joint_index) 
// 2           // Hinge point 0 (index of the vertex from the model) 
// 3           // Hinge point 1 (index of the vertex from the model) 
// 0           // Hinge point 2 (index of the vertex from the model) 
// 0           // Kev-o-flap? 1 = door     2 = hood,bumper... 
// hard        // Ease of flap (very_hard,hard,normal,soft,vey_soft) 
// box         // shape
// 0           // Number of 'Smash data' entries.  
//
// // Crush data entry #12  (a rear wheel guard with a tail light)
// MARRWG      // Actor             
// normal      // Softness          
// detach      // Crush type        
// normal      // Ease of detachment
// normal      // Type              
// box         // shape 
// 1           // Number of 'Smash data' entries.        
// // smashable part #1
//   MARTL       // name of material                           
//   mbacklig    // pixelmap to use when intact                
//   1           // Number of levels                   
//   0.002       // trigger threshold (default if zero)
//   0           // flags
//   // Connotations: 
//   1           // number of possible sounds   
//   4520        // sound ID                            
//   1           // Shrapnel count              
//   shards      // Shrapnel type                       
//   0,0         // Min,max speed towards car   
//   1.0         // Impactee velocity factor    
//   10.0        // Random velocity (max)               
//   2.0         // Random up velocity (max)    
//   0           // Random normal velocity (max)
//   100.0       // Random spin rate (max)              
//   0.75,1.25   // Min time, Max time                  
//   0.005       // Min cut length                      
//   0x01        // flags                               
//   RLFRAG      // name of 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          
//   MBACKBRK    // pixelmap to use when smashed 
