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

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

-28.87,-3.30,74.95							// Position of centre of start of grid
90									// Direction that grid faces in

// Laps, checkpoints etc

4									// # checkpoints

// Checkpoint #1
20,10,5								// Timer increment for each skill level (ped mode)
1									// # quads for this checkpoint
-159.83,-100,143.59						// Point #0
-159.83,100,143.59						// Point #1
-164.02,100,143.59						// Point #2
-164.02,-100,143.59					// Point #3

// Checkpoint #2
20,10,5								// Timer increment for each skill level (ped mode)
1									// # quads for this checkpoint
-47.06,-100,283.86						// Point #0
-47.06,100,283.86						// Point #1
-47.06,100,288						// Point #2
-47.06,-100,288					// Point #3

// Checkpoint #3
20,10,5								// Timer increment for each skill level (ped mode)
1									// # quads for this checkpoint
73.13,-100,231.57						// Point #0
73.13,100,231.57						// Point #1
77.29,100,231.57						// Point #2
77.29,-100,231.57					// Point #3

// Checkpoint #4
20,10,5								// Timer increment for each skill level (ped mode)
1									// # quads for this checkpoint
-3.23,-100,77.18						// Point #0
-3.23,100,77.18						// Point #1
-3.23,100,72.78						// Point #2
-3.23,-100,72.78					// Point #3

// Smashable environment specs

0

// Ped specs

4

2GRASS1D.MAT				// Material name
0					// Movement index
1					// Group index
0.6					// Peds per 100 square metres
0					// Number of exclusion materials
0					// Number of exception materials

TILE02.MAT				// Material name
0					// Movement index
1					// Group index
0.5                                     // Peds per 100 square metres
0                                       // Number of exclusion materials
0                                       // Number of exception materials

TILE02.MAT                              // Material name
0                                       // Movement index
1                                      // Group index
0.0                                     // Peds per 100 square metres
0                                       // Number of exclusion materials
0                                       // Number of exception materials

CONCRT1.MAT                             // Material name
0                                       // Movement index
5                                      // Group index
8.0                                     // Peds per 100 squares metres
0                                       // Number of exclusion materials
0                                       // Number of exception materials

TRACKX.ACT				// Additional actor

// HORIZON STUFF

nyhorizn						// Name of sky texture pixelmap (or "none")
5									// Horizontal repetitions of sky texture
24									// Vertical size of sky texture (degrees)
83									// Position of horizon (pixels below top)
fog								// Depth cue mode ("none", "dark" or "fog")
7,0									// Degree of fog/darkness
129,103,80				// Depth cue colour (red, green, blue )

// DEFAULT ENGINE NOISE

0

// SPECIAL EFFECTS VOLUMES

6				// # special effects volumes

DEFAULT WATER
0.2									// gravity multiplier
50									// viscosity multiplier
0									// Car damage per millisecond
0.002								// Pedestrian damage per millisecond
0									// camera effect index
1									// Sky colour
WATTY.MAT								// Windscreen material to use
5100								// Sound ID of entry noise
5100								// Sound ID of exit noise
2									// Engine noise index
0									// material index



NEW IMPROVED!
-1.728, 0.000, -0.017
0.000, 0.833, -0.002
0.061, -0.015, -6.191
-104.994, -2.820, 100.680
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
BLULIT.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

NEW IMPROVED!
0.101, 0.000, 6.191
0.000, 1.000, 0.000
-9.829, 0.000, 0.160
-97.343, -2.860, 90.757
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
BLULIT.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

NEW IMPROVED!
18.747, 0.000, -0.026
0.000, 6.192, 0.000
-0.189, 0.000, 11.462
-54.871, 1.147, 127.869
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
BLULIT.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

NEW IMPROVED!
2.073, 0.000, -0.058
0.000, 1.000, 0.000
0.175, 0.000, 6.189
-54.945, -2.919, 100.573
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
BLULIT.MAT				// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index

NEW IMPROVED!
-0.084, 0.000, 5.791
0.000, 1.000, 0.000
-9.604, 0.000, -0.139
-47.246, -3.279, 90.671
1				// gravity multiplier
1				// viscosity multiplier
0				// Car damage per millisecond
0				// Pedestrian damage per millisecond
-1					// camera effect index
-1					// sky colour
BLULIT.MAT			// Windscreen material to use
-1					// Sound ID of entry noise
-1					// Sound ID of exit noise
1					// Engine noise index
0					// material index


// 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

TopGear_map.PIX						// Map pixelmap name

2.048,			0,		0		// World->map transformation matrix
0			0			0
0,		1.400,			0.001
444.839,	-0.131,		-0.092

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

START OF FUNK

SSDIDDY.MAT
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
8
22
ssdiddy1
ssdiddy2
ssdiddy3
ssdiddy4
ssdiddy5
ssdiddy6
ssdiddy7
ssdiddy8
ssdiddy9
ssdiddy10
ssdiddy11
ssdiddy12
ssdiddy13
ssdiddy14
ssdiddy15
ssdiddy16
ssdiddy17
ssdiddy18
ssdiddy19
ssdiddy20
ssdiddy21
ssdiddy22

NEXT FUNK

CAFE.MAT
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
8
3
cafe1
cafe2
cafe3

NEXT FUNK

HOTEL.MAT
distance
piss off
no fucking lighting bastards
frames
approximate
continuous
8
8
hotel1
hotel2
hotel3
hotel4
hotel5
hotel6
hotel7
hotel8

NEXT FUNK

CHECK.MAT
constant
roll
continuous
0.2,0
no fucking lighting
no animation you cunt

NEXT FUNK

!SEE.MAT
constant
throb
harmonic
0.13,0.09
5,5
50,50
no fucking lighting
no animation you cunt

END OF FUNK


START OF GROOVE


END OF GROOVE


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

START OF OPPONENT PATHS

70                              // Number of path nodes
  154.488,   -3.305, -120.323   // Node #0
  159.996,   -8.906, -153.835   // Node #1
   95.946,   -8.906, -152.055   // Node #2
   96.122,   -3.305, -120.280   // Node #3
  160.046,   -8.835, -177.680   // Node #4
  159.965,   -8.907, -207.115   // Node #5
  160.033,   -8.907, -224.034   // Node #6
  159.946,   -8.907, -240.221   // Node #7
   95.965,   -8.907, -224.037   // Node #8
   96.102,   -8.911, -207.071   // Node #9
  139.895,   -3.305,   38.748   // Node #10
   96.008,   -8.907, -178.990   // Node #11
   58.994,   -3.305, -180.368   // Node #12
   58.940,   -3.307, -206.991   // Node #13
   59.081,   -3.305, -152.827   // Node #14
   59.112,   -3.306, -133.646   // Node #15
   58.960,   -3.306, -120.161   // Node #16
   15.851,   -3.308, -120.033   // Node #17
   15.889,   -3.307, -133.725   // Node #18
   15.773,   -3.275,  -88.453   // Node #19
   57.444,   -3.305,  -87.995   // Node #20
   96.659,   -3.305,  -88.611   // Node #21
   95.941,   -3.305,   38.743   // Node #22
   16.260,   -3.306,   38.982   // Node #23
  -29.738,   -3.327,   38.643   // Node #24
  -29.545,   -3.190,  -88.680   // Node #25
  -30.457,   -3.305, -119.895   // Node #26
  -30.052,   -3.305, -133.769   // Node #27
  -30.025,   -3.312, -176.288   // Node #28
  -30.054,   -3.306, -207.522   // Node #29
   79.133,   -3.307, -224.136   // Node #30
   59.222,   -3.307, -224.054   // Node #31
   46.955,   -3.306, -224.036   // Node #32
   15.070,   -3.306, -223.969   // Node #33
   14.958,   -3.306, -207.044   // Node #34
   14.903,   -3.307, -239.079   // Node #35
   47.099,   -3.306, -239.064   // Node #36
   79.068,   -3.306, -238.869   // Node #37
   94.460,   -3.005, -238.179   // Node #38
  -29.740,   -3.305, -239.046   // Node #39
  -29.759,   -3.227,  -39.900   // Node #40
   16.273,   -3.227,  -41.424   // Node #41
  -29.520,   -3.303,  -86.702   // Node #42
   16.107,   -3.275,  -82.165   // Node #43
   16.326,   -1.819, -165.004   // Node #44
   27.879,   -1.821, -174.029   // Node #45
    4.772,   -1.825, -186.182   // Node #46
   14.477,   -3.275,  -87.046   // Node #47
  -14.784,   -3.227,  -40.270   // Node #48
   16.341,   -3.227,  -38.027   // Node #49
  121.420,   -8.907, -207.115   // Node #50
  118.904,   -8.906, -179.480   // Node #51
  118.495,   -8.907, -207.113   // Node #52
  -21.794,   -3.286, -222.036   // Node #53
  154.050,   -8.906, -224.089   // Node #54
  139.548,   -3.305,  -78.954   // Node #55
  140.098,   -3.353,  -87.499   // Node #56
   61.883,   -3.305, -120.261   // Node #57
   58.981,   -3.305, -123.336   // Node #58
   56.212,   -3.305, -206.899   // Node #59
   10.765,   -3.306, -133.719   // Node #60
   14.214,   -3.305, -134.239   // Node #61
   95.861,   -3.306,  -80.585   // Node #62
   95.859,   -3.305,  -95.326   // Node #63
  153.446,   -8.906, -152.291   // Node #64
  150.735,   -8.856, -179.437   // Node #65
  160.052,   -8.846, -180.501   // Node #66
   58.561,   -3.306, -215.808   // Node #67
   46.144,   -3.286, -216.240   // Node #68
   96.020,   -3.305,   49.154   // Node #69

99                                            // Number of path sections
   0,   1,   0, 255,   0, 255,    1.0,    1   // Section #0
   2,  64,   0, 255,   0, 255,    0.7,    0   // Section #1
   2,   3,   0, 255,   0, 255,    1.0,    1   // Section #2
   3,   0,   0, 255,   0, 255,    0.7,    0   // Section #3
   1,   4,   0, 255,   0, 255,    1.0,    1   // Section #4
  66,   5,   0, 255,   0, 255,    1.0,    1   // Section #5
   5,   6,   0, 255,   0, 255,    1.0,    1   // Section #6
   7,   6,   0, 255,   0, 255,    1.0, 1000   // Section #7
  54,   8,   0, 255,   0, 255,    0.5,    1   // Section #8
   9,   8,   0, 255,   0, 255,    1.0,    0   // Section #9
  52,   9,   0, 255,   0, 255,    1.0,    0   // Section #10
  56,   0,   0, 255,   0, 255,    1.0,    1   // Section #11
  51,  11,   0, 255,   0, 255,    1.0,    0   // Section #12
  12,  13,   0, 255,   0, 255,    0.8,    0   // Section #13
  13,   9,   0, 255,   0, 255,    1.0,    1   // Section #14
   9,  11,   0, 255,   0, 255,    1.0,    1   // Section #15
  11,   2,   0, 255,   0, 255,    1.0,    1   // Section #16
  14,   2,   0, 255,   0, 255,    0.5,    0   // Section #17
  14,  12,   0, 255,   0, 255,    0.8,    0   // Section #18
  15,  14,   0, 255,   0, 255,    0.8,    0   // Section #19
  15,  58,   0, 255,   0, 255,    0.7,    0   // Section #20
  57,   3,   0, 255,   0, 255,    0.7,    0   // Section #21
  17,  16,   0, 255,   0, 255,    0.7,    0   // Section #22
  17,  18,   0, 255,   0,  10,    1.0,    0   // Section #23
  18,  15,   0, 255,   0, 255,    0.8,    0   // Section #24
  19,  17,   0, 255,   0, 255,    1.0,    0   // Section #25
  20,  19,   0, 255,   0, 255,    0.6,    1   // Section #26
  21,  20,   0, 255,   0, 255,    0.6,    1   // Section #27
  10,  55,   0, 255,   0, 255,    1.0,    1   // Section #28
  12,  11,   0, 255,   0, 255,    0.9,    0   // Section #29
   3,  63,   0, 255,   0, 255,    1.0,    1   // Section #30
  62,  21,   0, 255,   0, 255,    1.0,    0   // Section #31
  22,  10,   0, 255,   0, 255,    1.0,    1   // Section #32
  23,  22,   0, 255,   0, 255,    1.0,    1   // Section #33
  49,  23,   0, 255,   0, 255,    1.0,    1   // Section #34
  24,  23,   0, 255,   0, 255,    1.0,    0   // Section #35
  24,  40,   0, 255,   0, 255,    1.0,    0   // Section #36
  25,  26,   0, 255,   0, 255,    1.0,    0   // Section #37
  27,  26,   0, 255,   0, 255,    1.0,    0   // Section #38
  27,  60,   0, 255,   0, 255,    0.7,    0   // Section #39
  26,  17,   0, 255,   0, 255,    1.0,    0   // Section #40
  28,  27,   0, 255,   0, 255,    1.0,    0   // Section #41
  29,  28,   0, 255,   0, 255,    1.0,    0   // Section #42
  29,  34,   0, 255,   0, 255,    1.1,    0   // Section #43
   8,  30,   0, 255,   0,  50,    0.7,    1   // Section #44
  30,  31,   0, 255,   0, 255,    0.8,    1   // Section #45
  31,  32,   0, 255,   0, 255,    0.7,    1   // Section #46
  32,  33,   0, 255,   0, 255,    0.7,    1   // Section #47
  33,  34,   0, 255,   0, 255,    0.5,    1   // Section #48
  59,  13,   0, 255,   0, 255,    1.3,    1   // Section #49
  35,  33,   0, 255,   0, 255,    0.6,    0   // Section #50
  36,  35,   0, 255,   0, 255,    1.0,    0   // Section #51
  37,  36,   0, 255,   0, 255,    1.0,    0   // Section #52
  30,  37,   0, 255,   0, 255,    0.5,    0   // Section #53
  38,  37,   0, 255,   0, 255,    0.7,    0   // Section #54
   8,  38,   0, 255,   0,  25,    1.0,    0   // Section #55
  36,  32,   0, 255,   0, 255,    0.6,    0   // Section #56
  35,  39,   0, 255,   0, 255,    1.0,    0   // Section #57
  39,  29,   0, 255,   0, 255,    1.0,    0   // Section #58
  16,  20,   0, 255,   0, 255,    0.7,    0   // Section #59
  40,  42,   0, 255,   0, 255,    1.0,    0   // Section #60
  43,  41,   0, 255,   0, 255,    1.0,    1   // Section #61
  42,  47,   0, 255,   0, 255,    0.4,    0   // Section #62
  42,  25,   0, 255,   0, 255,    1.0,    0   // Section #63
  44,  18,   0, 255,   0, 255,    1.5,    0   // Section #64
  45,  44,   0, 255,   0, 255,    1.0,    0   // Section #65
  46,  45,   0, 255,   0, 255,    1.0,    0   // Section #66
  46,  44,   0, 255,   0, 255,    1.0,    0   // Section #67
  19,  47,   0, 255,   0, 255,    0.5,    1   // Section #68
  47,  43,   0, 255,   0, 255,    0.6,    1   // Section #69
  48,  41,   0, 255,   0, 255,    0.4,    0   // Section #70
  48,  49,   0, 255,   0, 255,    0.4,    0   // Section #71
  48,  40,   0, 255,   0, 255,    0.4,    0   // Section #72
  41,  49,   0, 255,   0, 255,    1.0,    1   // Section #73
  50,  51,   0, 255,   0, 255,    0.2,    0   // Section #74
   5,  50,   0, 255,   0, 255,    1.0,    0   // Section #75
  65,  51,   0, 255,   0, 255,    1.0,    0   // Section #76
  51,  52,   0, 255,   0, 255,    0.2,    0   // Section #77
  50,  52,   0, 255,   0, 255,    1.0,    0   // Section #78
  29,  53,   0, 255,   0, 255,    0.7,    0   // Section #79
   6,  54,   0, 255,   0, 255,    0.3,    1   // Section #80
  33,  53,   0, 255,   0, 255,    0.7,    0   // Section #81
  55,  56,   0, 255,   0,  20,    0.6,    1   // Section #82
  56,  21,   0, 255,   0, 255,    1.0,    0   // Section #83
  57,  58,   0, 255,   0, 255,    0.5,    0   // Section #84
  16,  57,   0, 255,   0, 255,    0.7,    0   // Section #85
  31,  67,   0, 255,   0, 255,    0.7,    0   // Section #86
  34,  59,   0, 255,   0, 255,    1.3,    1   // Section #87
  60,  61,   0, 255,   0, 255,    0.4,    0   // Section #88
  61,  18,   0, 255,   0, 255,    0.4,    0   // Section #89
  22,  62,   0, 255,   0, 255,    1.0,    0   // Section #90
  63,  21,   0, 255,   0, 255,    1.1,    1   // Section #91
  64,   1,   0, 255,   0, 255,    0.5,    0   // Section #92
   4,  65,   0, 255,   0, 255,    0.5,    0   // Section #93
  66,  65,   0, 255,   0, 255,    0.5,    0   // Section #94
   4,  66,   0, 255,   0, 255,    1.0,    1   // Section #95
  68,  67,   0, 255,   0, 255,    1.0,    0   // Section #96
  67,  59,   0, 255,   0, 255,    0.7,    0   // Section #97
  69,  22,   0, 255,   0, 255,    1.0, 1001   // Section #98

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
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
9									// number of non car objects
01pedx.TXT
03traff.TXT
06fone.TXT
05lite.TXT
35tree.TXT
34ftree.TXT
38wrek.TXT
02bar.TXT
41bench.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

TopGearThrash.txt