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PC Gamer (Italian) 35
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PC Gamer IT CD 35 2-2.iso
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Blood Demo
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DATA
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CARS
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VLAD3
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VLAD3.WAM
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Text File
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1998-07-20
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8KB
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257 lines
VERSION 4
// Sub member: Master-crush data
1 // Number of 'X mins' entries.
0.035000 // X mins
1 // Number of 'X maxs' entries.
-0.037000 // X maxs
1 // Number of 'Y mins' entries.
0.077000 // Y mins
1 // Number of 'Y maxs' entries.
0.042000 // Y maxs
1 // Number of 'Z mins' entries.
0.369000 // Z mins
1 // Number of 'Z maxs' entries.
-0.536000 // Z maxs
1.000000 // Bendability factor
-0.249000 // Bend point Z min
0.121000 // Bend point Z max
1.000000 // Snappability factor
20.000000 // Y split position
0.000000,0.155000,0.053000 // Driver position
19 // Number of 'Crush data' entries.
// Crush data entry #1
VLAD3.ACT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #4
topbod.DAT // Actor
normal // Softness
boring // Crush type
1 // Number of 'Smash data' entries.
// smashable part #2
vltop // name of material
vltop // pixelmap to use when intact
1 // Number of levels
0.01 // 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)
5.0 // Random up velocity (max)
0 // Random normal velocity (max)
100.0 // Random spin rate (max)
0.75,1.25 // Min time, Max time
0.05 // Min cut length
0x01 // flags
VLTOPBK // 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
twatted
// Crush data entry #5
VLABLOW.DAT // Actor
normal // Softness
detach // Crush type
normal
fully_detach
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #6
VLAFBOD.DAT // Actor
normal // Softness
detach // Crush type
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #7
vlaflsus.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #8
VLAFRSUS.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #9
VLAFWING.DAT // Actor
normal // Softness
detach // Crush type
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #10
VLALBOD.DAT // Actor
normal // Softness
boring // Crush type
1 // Number of 'Smash data' entries.
// smashable part #2
vlside3 // name of material
vlside3 // pixelmap to use when intact
1 // Number of levels
0.01 // 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)
5.0 // Random up velocity (max)
0 // Random normal velocity (max)
100.0 // Random spin rate (max)
0.75,1.25 // Min time, Max time
0.05 // Min cut length
0x01 // flags
VLSIDE3BK // 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
twatted
// Crush data entry #11
VLALXHST.DAT // Actor
normal // Softness
detach // Crush type
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #13
VLANGIN.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #14
VLARBOD.DAT // Actor
normal // Softness
boring // Crush type
1 // Number of 'Smash data' entries.
// smashable part #2
vlside2 // name of material
vlside2 // pixelmap to use when intact
1 // Number of levels
0.01 // 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)
5.0 // Random up velocity (max)
0 // Random normal velocity (max)
100.0 // Random spin rate (max)
0.75,1.25 // Min time, Max time
0.05 // Min cut length
0x01 // flags
VLSIDE2BK // 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
twatted
// Crush data entry #15
VLARBOX.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #17
VLARLSUS.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #18
VLARLWNG.DAT // Actor
normal // Softness
detach // Crush type
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #19
VLARRSUS.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #20
VLARRWNG.DAT // Actor
normal // Softness
detach // Crush type
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #21
VLARWNG.DAT // Actor
normal // Softness
detach // Crush type
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #22
VLARXHST.DAT // Actor
normal // Softness
detach // Crush type
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #23
VLAUBOD.DAT // Actor
normal // Softness
detach // Crush type
normal
normal
box // shape
0 // Number of 'Smash data' entries.