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- VERSION 4
-
- // Sub member: Master-crush data
- 1 // Number of 'X mins' entries.
- 0.072000 // X mins
- 1 // Number of 'X maxs' entries.
- -0.107000 // X maxs
- 2 // Number of 'Y mins' entries.
- 0.373000 // Y mins
- 0.144000 // Y mins
- 1 // Number of 'Y maxs' entries.
- 0.084000 // Y maxs
- 2 // Number of 'Z mins' entries.
- 0.320000 // Z mins
- -0.251000 // Z mins
- 1 // Number of 'Z maxs' entries.
- -0.421000 // Z maxs
- 0.000000 // Bendability factor
- -0.210000 // Bend point Z min
- 0.227000 // Bend point Z max
- 1.000000 // Snappability factor
- 0.383000 // Y split position
- 0.088000,0.3000,-0.412000 // Driver position
- 24 // Number of 'Crush data' entries.
- // Crush data entry #1
- VOLVO.ACT // Actor
- normal // Softness
- boring // Crush type
- 1 // Number of 'Smash data' entries.
- VOSCRN // name of material
- SCRN // 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
- SCRN2 // 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
- SCRN3 // pixelmap to use when smashed level 2
-
- // Crush data entry #2
- VOAERO.DAT // Actor
- normal // Softness
- detach // Crush type
- normal
- fully_detach
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #3
- VOBOX.DAT // Actor
- normal // Softness
- boring
- 0 // Number of 'Smash data' entries.
- // Crush data entry #4
- VODIFF.DAT // Actor
- normal // Softness
- boring
- 0 // Number of 'Smash data' entries.
- // Crush data entry #5
- VOFRNT.DAT // Actor
- normal // Softness
- boring
- 0 // Number of 'Smash data' entries.
- // Crush data entry #6
- VOGAS.DAT // Actor
- normal // Softness
- boring
- 0 // Number of 'Smash data' entries.
- // Crush data entry #7
- VOLCHAS.DAT // Actor
- normal // Softness
- boring // Crush type
- 0 // Number of 'Smash data' entries.
- // Crush data entry #8
- VOLDOR.DAT // Actor
- normal // Softness
- flap // Crush type
- 23 // Hinge point 0
- 2 // Hinge point 1
- 15 // Hinge point 2
- 1 // Kev-o-flap?
- normal // Ease of flap
- box // shape
- 1 // Number of 'Smash data' entries.
- VOGLL // name of material
- SCRN // 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
- SCRN2 // 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
- SCRN3 // pixelmap to use when smashed level 2
-
-
- // Crush data entry #9
- VOLFIN.DAT // Actor
- normal // Softness
- detach // Crush type
- normal
- normal
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #10
- VOLMIROR.DAT // Actor
- normal // Softness
- detach // Crush type
- normal
- normal
- box // shape
- 1 // Number of 'Smash data' entries.
- MIRRORL // name of material
- MIRROR1 // 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
- mirror2 // 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
- MIRROR3 // pixelmap to use when smashed level 2
- // Crush data entry #11
- VOLSKIRT.DAT // Actor
- normal // Softness
- detach // Crush type
- normal
- normal
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #12
- VOMEMB1.DAT // Actor
- normal // Softness
- boring // Crush type
- 0 // Number of 'Smash data' entries.
- // Crush data entry #13
- VOMEMB2.DAT // Actor
- normal // Softness
- boring // Crush type
- 0 // Number of 'Smash data' entries.
- // Crush data entry #14
- VORCHAS.DAT // Actor
- normal // Softness
- boring // Crush type
- 0 // Number of 'Smash data' entries.
- // Crush data entry #15
- VORDOR.DAT // Actor
- normal // Softness
- flap // Crush type
- 19 // Hinge point 0
- 20 // Hinge point 1
- 15 // Hinge point 2
- 1 // Kev-o-flap?
- normal // Ease of flap
- box // shape
- 1 // Number of 'Smash data' entries.
- VOGLR // name of material
- SCRN // 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
- SCRN2 // 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
- SCRN3 // pixelmap to use when smashed level 2
-
- // Crush data entry #16
- VOREAR.DAT // Actor
- normal // Softness
- detach // Crush type
- normal
- stubborn
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #17
- VORFIN.DAT // Actor
- normal // Softness
- detach // Crush type
- normal
- normal
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #18
- VORLWNG.DAT // Actor
- normal // Softness
- detach // Crush type
- normal
- normal
- box // shape
- 1 // Number of 'Smash data' entries.
- VORLITL // name of material
- VORLIT // 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.MAT // 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
- VOLITBRK // pixelmap to use when smashed
-
- // Crush data entry #19
- VORMIROR.DAT // Actor
- normal // Softness
- detach // Crush type
- normal
- normal
- box // shape
- 1 // Number of 'Smash data' entries.
- MIRRORR // name of material
- MIRROR1 // 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
- mirror2 // 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
- MIRROR3 // pixelmap to use when smashed level 2
- // Crush data entry #20
- VORRWNG.DAT // Actor
- normal // Softness
- detach // Crush type
- normal
- normal
- box // shape
- 1 // Number of 'Smash data' entries.
- VOLITR // name of material
- VORLIT // 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.MAT // 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
- VOLITBRK // pixelmap to use when smashed
- // Crush data entry #21
- VORSKIRT.DAT // Actor
- normal // Softness
- detach // Crush type
- normal
- normal
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #22
- VOSPOIL.DAT // Actor
- normal // Softness
- detach // Crush type
- normal
- stubborn
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #23
- VOSTORE.DAT // Actor
- normal // Softness
- boring
- 0 // Number of 'Smash data' entries.
- // Crush data entry #24
- VOTRANS.DAT // Actor
- normal // Softness
- boring
- 0 // Number of 'Smash data' entries.
-