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

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

-61.887,-1.750,13.941							// Position of centre of start of grid
50									// Direction that grid faces in

// Laps, checkpoints etc

3									// # checkpoints

// Checkpoint #1
20,10,5								// Timer increment for each skill level (ped mode)
1									// # quads for this checkpoint
-20.718,-100,-87.283						// Point #0
-20.718,100,-87.283						// Point #1
-18.389,100,-80.650						// Point #2
-18.389,-100,-80.650					// Point #3

// Checkpoint #2
20,10,5								// Timer increment for each skill level (ped mode)
1									// # quads for this checkpoint
71.045,-100,-8.669						// Point #0
71.045,100,-8.669						// Point #1
75.633,100,-3.417						// Point #2
75.633,-100,-3.417					// Point #3

// Checkpoint #3
20,10,5								// Timer increment for each skill level (ped mode)
1									// # quads for this checkpoint
-47.554,-100,29.976						// Point #0
-47.554,100,29.976						// Point #1
-43.243,100,24.915						// Point #2
-43.243,-100,24.915					// Point #3

// Smashable environment specs

0

// Ped specs
11

2GR1.MAT				// Material name
0				// Movement index
0				// Group index
0				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

2GR2.MAT				// Material name
0				// Movement index
2				// Group index
0				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

2GR3.MAT				// Material name
0				// Movement index
2				// Group index
0				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

2GRASSY.MAT				// Material name
0				// Movement index
2				// Group index
0.9				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

2MDOW1.MAT				// Material name
0				// Movement index
2				// Group index
0.6				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

2RCEGRSS.MAT				// Material name
0				// Movement index
2				// Group index
0.9				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

8TRACK.MAT				// Material name
0				// Movement index
2				// Group index
0				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

RSID1.MAT				// Material name
0				// Movement index
4				// Group index
0.6				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

TRAKPLN.MAT				// Material name
0				// Movement index
2				// Group index
0				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

TRAK7.MAT				// Material name
0				// Movement index
2				// Group index
0				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

TRKGRID.MAT				// Material name
0				// Movement index
2				// Group index
0.6				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

TRACKX.ACT				// Additional actor

// HORIZON STUFF

GPHORZN						// Name of sky texture pixelmap (or "none")
5									// Horizontal repetitions of sky texture
66									// Vertical size of sky texture (degrees)
182									// Position of horizon (pixels below top)
colour								// Depth cue mode ("none", "dark" or "fog")
14,0									// Degree of fog/darkness
252,155,90				// 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

Splatrack_map.PIX						// Map pixelmap name

2.641,			0,		0		// World->map transformation matrix
0			0			0
0,		1.782,			0.001
320.800,	240.000,		0

// ****** 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

0                                           // Number of path sections

0                                                            // Number of cop start points

END OF OPPONENT PATHS

START OF DRONE PATHS

2     // version
19    // n_nodes

// 0:
	-22.22, -1.749, -40.89
	TRKDRO1
	0
	1
		1, 0, 0, 0

// 1:
	-31.16, -1.749, -40.07
	NONE
	0
	1
		2, 0, 0, 0

// 2:
	-39.04, -1.749, -42.89
	TRKDRO2
	0
	1
		3, 0, 0, 0

// 3:
	-45.39, -1.749, -49.60
	NONE
	0
	1
		4, 0, 0, 0

// 4:
	-47.87, -1.749, -61.01
	NONE
	0
	1
		5, 0, 0, 0

// 5:
	-44.10, -1.749, -74.18
	TRKDRO2
	0
	1
		6, 0, 0, 0

// 6:
	-33.51, -1.749, -79.83
	NONE
	0
	1
		7, 0, 0, 0

// 7:
	-23.87, -1.749, -82.18
	NONE
	0
	1
		8, 0, 0, 0

// 8:
	-20.34, -1.749, -80.18
	NONE
	0
	1
		9, 0, 0, 0

// 9:
	-10.10, -1.749, -64.65
	NONE
	0
	1
		10, 0, 0, 0

// 10:
	5.07, -1.749, -24.65
	DR_DELIV2
	0
	1
		11, 0, 0, 0

// 11:
	15.07, -1.749, -14.89
	NONE
	0
	1
		12, 0, 0, 0

// 12:
	25.42, -1.749, -12.65
	NONE
	0
	1
		13, 0, 0, 0

// 13:
	37.54, -1.749, -16.07
	TRKDRO2
	0
	1
		14, 0, 0, 0

// 14:
	44.01, -1.749, -23.71
	NONE
	0
	1
		15, 0, 0, 0

// 15:
	46.83, -1.749, -34.07
	TRKDRO1
	0
	1
		16, 0, 0, 0

// 16:
	40.60, -1.749, -49.12
	NONE
	0
	1
		17, 0, 0, 0

// 17:
	34.01, -1.749, -54.54
	NONE
	0
	1
		18, 0, 0, 0

// 18:
	20.83, -1.749, -56.18
	DR_DELIV2
	0
	1
		0, 0, 0, 0

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
5.0					// bumpiness
-1					// tyre sound index
-1					// crash sound index
-1					// scrape noise index
0.0					// sparkiness
3					// room for expansion
MUD1.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
4
18Tyre2.txt
44cone3.txt
80Elm.txt
81Oak.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"

19					// Number of network start points

20.644,0.0,-34.77			//1
0

22.211,0.0,-33.77			//2
0

23.478,0.0,-34.34			//3
3

-86.49,0.0,17.626			//4
210

-87.49,0.0,19.026			//5
210

-85.99,0.0,-25.79			//6
120

9.761,0.0,-58.121			//7
170

66.137,0.0,-62.51			//8
66

84.0,0.0,-99.42				//9
350

26.647,0.0,5.723			//10
65

-71.816,0.0,16.731				//11 - Problem
170

-55.83,0.0,63.76			//12
15

-30.06,0.0,-46.38			//13
35

-28.66,0.0,-47.61			//14
35

-27.29,0.0,-48.94			//15
35

-27.84,0.0,-54.35			//16
220

-26.35,0.0,-55.93			//17
220

-43.0,0.0,29.0				//18
170

-45.0,0.0,29.0				//19
170

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

1

SplatTrack.txt