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Text File  |  1998-07-20  |  8KB  |  257 lines

  1. VERSION 4
  2.  
  3. // Sub member: Master-crush data
  4. 1                           // Number of 'X mins' entries.
  5. 0.035000                    // X mins
  6. 1                           // Number of 'X maxs' entries.
  7. -0.037000                   // X maxs
  8. 1                           // Number of 'Y mins' entries.
  9. 0.077000                    // Y mins
  10. 1                           // Number of 'Y maxs' entries.
  11. 0.042000                    // Y maxs
  12. 1                           // Number of 'Z mins' entries.
  13. 0.369000                    // Z mins
  14. 1                           // Number of 'Z maxs' entries.
  15. -0.536000                   // Z maxs
  16. 1.000000                    // Bendability factor
  17. -0.249000                   // Bend point Z min
  18. 0.121000                    // Bend point Z max
  19. 1.000000                    // Snappability factor
  20. 20.000000                   // Y split position
  21. 0.000000,0.155000,0.053000  // Driver position
  22. 19                          // Number of 'Crush data' entries.
  23. // Crush data entry #1
  24. VLAD3.ACT                   // Actor
  25. normal                      // Softness
  26. boring                      // Crush type
  27. 0                           // Number of 'Smash data' entries.
  28.  
  29. // Crush data entry #4
  30. topbod.DAT                  // Actor
  31. normal                      // Softness
  32. boring                      // Crush type
  33. 1                           // Number of 'Smash data' entries.
  34. // smashable part #2
  35. vltop            // name of material
  36. vltop            // pixelmap to use when intact
  37. 1                // Number of levels
  38. 0.01                // trigger threshold (default if zero)
  39. 0                // flags
  40.  
  41.     // Connotations:
  42.     
  43.     1                // number of possible sounds
  44.     4520            // sound ID
  45.  
  46.     1                // Shrapnel count
  47.     shards            // Shrapnel type
  48.     0,0                // Min,max speed towards car
  49.     1.0                // Impactee velocity factor
  50.     10.0            // Random velocity (max)
  51.     5.0                // Random up velocity (max)
  52.     0                // Random normal velocity (max)
  53.     100.0            // Random spin rate (max)
  54.     0.75,1.25        // Min time, Max time
  55.     0.05                // Min cut length
  56.     0x01            // flags
  57.     VLTOPBK        // name of shrapnel material
  58.     
  59.     0                                        // Explosion size
  60.     none                                    // Slick material
  61.     0                // Number of non-cars activated
  62.     0                // Radius of side-effect smashes
  63.     0                // Extensions flags
  64.     0                // Room turn on code
  65.     none            // Award code
  66.     0                // No run-time variable changes
  67.  
  68. 1                // Number of pixelmaps
  69. twatted
  70.  
  71. // Crush data entry #5
  72. VLABLOW.DAT                 // Actor
  73. normal                      // Softness
  74. detach                      // Crush type
  75. normal
  76. fully_detach
  77. box                            // shape
  78. 0                           // Number of 'Smash data' entries.
  79. // Crush data entry #6
  80. VLAFBOD.DAT                 // Actor
  81. normal                      // Softness
  82. detach                      // Crush type
  83. normal
  84. normal
  85. box                            // shape
  86. 0                           // Number of 'Smash data' entries.
  87. // Crush data entry #7
  88. vlaflsus.DAT                // Actor
  89. normal                      // Softness
  90. boring                      // Crush type
  91. 0                           // Number of 'Smash data' entries.
  92. // Crush data entry #8
  93. VLAFRSUS.DAT                // Actor
  94. normal                      // Softness
  95. boring                      // Crush type
  96. 0                           // Number of 'Smash data' entries.
  97. // Crush data entry #9
  98. VLAFWING.DAT                // Actor
  99. normal                      // Softness
  100. detach                      // Crush type
  101. normal
  102. normal
  103. box                            // shape
  104. 0                           // Number of 'Smash data' entries.
  105. // Crush data entry #10
  106. VLALBOD.DAT                 // Actor
  107. normal                      // Softness
  108. boring                      // Crush type
  109. 1                           // Number of 'Smash data' entries.
  110. // smashable part #2
  111. vlside3            // name of material
  112. vlside3            // pixelmap to use when intact
  113. 1                // Number of levels
  114. 0.01                // trigger threshold (default if zero)
  115. 0                // flags
  116.  
  117.     // Connotations:
  118.     
  119.     1                // number of possible sounds
  120.     4520            // sound ID
  121.  
  122.     1                // Shrapnel count
  123.     shards            // Shrapnel type
  124.     0,0                // Min,max speed towards car
  125.     1.0                // Impactee velocity factor
  126.     10.0            // Random velocity (max)
  127.     5.0                // Random up velocity (max)
  128.     0                // Random normal velocity (max)
  129.     100.0            // Random spin rate (max)
  130.     0.75,1.25        // Min time, Max time
  131.     0.05                // Min cut length
  132.     0x01            // flags
  133.     VLSIDE3BK        // name of shrapnel material
  134.     
  135.     0                                        // Explosion size
  136.     none                                    // Slick material
  137.     0                // Number of non-cars activated
  138.     0                // Radius of side-effect smashes
  139.     0                // Extensions flags
  140.     0                // Room turn on code
  141.     none            // Award code
  142.     0                // No run-time variable changes
  143.  
  144. 1                // Number of pixelmaps
  145. twatted
  146.  
  147. // Crush data entry #11
  148. VLALXHST.DAT                // Actor
  149. normal                      // Softness
  150. detach                      // Crush type
  151. normal
  152. normal
  153. box                            // shape
  154. 0                           // Number of 'Smash data' entries.
  155. // Crush data entry #13
  156. VLANGIN.DAT                 // Actor
  157. normal                      // Softness
  158. boring                      // Crush type
  159. 0                           // Number of 'Smash data' entries.
  160. // Crush data entry #14
  161. VLARBOD.DAT                 // Actor
  162. normal                      // Softness
  163. boring                      // Crush type
  164. 1                           // Number of 'Smash data' entries.
  165. // smashable part #2
  166. vlside2            // name of material
  167. vlside2            // pixelmap to use when intact
  168. 1                // Number of levels
  169. 0.01                // trigger threshold (default if zero)
  170. 0                // flags
  171.  
  172.     // Connotations:
  173.     
  174.     1                // number of possible sounds
  175.     4520            // sound ID
  176.  
  177.     1                // Shrapnel count
  178.     shards            // Shrapnel type
  179.     0,0                // Min,max speed towards car
  180.     1.0                // Impactee velocity factor
  181.     10.0            // Random velocity (max)
  182.     5.0                // Random up velocity (max)
  183.     0                // Random normal velocity (max)
  184.     100.0            // Random spin rate (max)
  185.     0.75,1.25        // Min time, Max time
  186.     0.05                // Min cut length
  187.     0x01            // flags
  188.     VLSIDE2BK        // name of shrapnel material
  189.     
  190.     0                                        // Explosion size
  191.     none                                    // Slick material
  192.     0                // Number of non-cars activated
  193.     0                // Radius of side-effect smashes
  194.     0                // Extensions flags
  195.     0                // Room turn on code
  196.     none            // Award code
  197.     0                // No run-time variable changes
  198.  
  199. 1                // Number of pixelmaps
  200. twatted
  201.  
  202. // Crush data entry #15
  203. VLARBOX.DAT                 // Actor
  204. normal                      // Softness
  205. boring                      // Crush type
  206. 0                           // Number of 'Smash data' entries.
  207. // Crush data entry #17
  208. VLARLSUS.DAT                // Actor
  209. normal                      // Softness
  210. boring                      // Crush type
  211. 0                           // Number of 'Smash data' entries.
  212. // Crush data entry #18
  213. VLARLWNG.DAT                // Actor
  214. normal                      // Softness
  215. detach                      // Crush type
  216. normal
  217. normal
  218. box                            // shape
  219. 0                           // Number of 'Smash data' entries.
  220. // Crush data entry #19
  221. VLARRSUS.DAT                // Actor
  222. normal                      // Softness
  223. boring                      // Crush type
  224. 0                           // Number of 'Smash data' entries.
  225. // Crush data entry #20
  226. VLARRWNG.DAT                // Actor
  227. normal                      // Softness
  228. detach                      // Crush type
  229. normal
  230. normal
  231. box                            // shape
  232. 0                           // Number of 'Smash data' entries.
  233. // Crush data entry #21
  234. VLARWNG.DAT                 // Actor
  235. normal                      // Softness
  236. detach                      // Crush type
  237. normal
  238. normal
  239. box                            // shape
  240. 0                           // Number of 'Smash data' entries.
  241. // Crush data entry #22
  242. VLARXHST.DAT                // Actor
  243. normal                      // Softness
  244. detach                      // Crush type
  245. normal
  246. normal
  247. box                            // shape
  248. 0                           // Number of 'Smash data' entries.
  249. // Crush data entry #23
  250. VLAUBOD.DAT                 // Actor
  251. normal                      // Softness
  252. detach                      // Crush type
  253. normal
  254. normal
  255. box                            // shape
  256. 0                           // Number of 'Smash data' entries.
  257.