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- VERSION 4
-
- // Sub member: Master-crush data
- 1 // Number of 'X mins' entries.
- 0.089000 // X mins
- 1 // Number of 'X maxs' entries.
- -0.097000 // X maxs
- 2 // Number of 'Y mins' entries.
- 0.169000 // Y mins
- 0.122000 // Y mins
- 1 // Number of 'Y maxs' entries.
- 0.069000 // Y maxs
- 1 // Number of 'Z mins' entries.
- 0.211000 // Z mins
- 1 // Number of 'Z maxs' entries.
- -0.212000 // Z maxs
- 1.000000 // Bendability factor
- -0.135000 // Bend point Z min
- 0.219000 // Bend point Z max
- 1.000000 // Snappability factor
- 0 // Y split position
- 0.070000,0.184000,-0.012000 // Driver position
- 15 // Number of 'Crush data' entries.
- // Crush data entry #1
- SKYLINE.ACT // Actor
- normal // Softness
- boring // Crush type
- 8 // number of smashable parts
- // smashable part #2
- SKRLITR // name of material
- rlites // 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
- SKLITBRK // pixelmap to use when smashed
-
- // smashable part #2
- SKRLITL // name of material
- rlites // 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
- SKLITBRK // pixelmap to use when smashed
-
- // smashable part #2
- SKFLITR // name of material
- frlite // 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
- SKFLTBRK // pixelmap to use when smashed
-
- // smashable part #2
- SKFLITL // name of material
- frlite // 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
- SKFLTBRK // pixelmap to use when smashed
-
- SKSCRN // 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
-
- SKRSCRN // 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
-
- SKQUAR // 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
-
- SKQUAL // 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
- SKRRWNG.DAT // Actor
- normal // Softness
- detach // Crush type
- normal // Ease of detachment
- normal // Type
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #3
- SKRLWNG.DAT // Actor
- normal // Softness
- detach // Crush type
- normal // Ease of detachment
- normal // Type
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #4
- SKRDOR.DAT // Actor
- normal // Softness
- flap // Crush type
- 23 // Hinge point 0
- 22 // Hinge point 1
- 12 // Hinge point 2
- 1 // Kev-o-flap?
- normal // Ease of flap
- box // shape
- 1 // Number of 'Smash data' entries.
- SKGLR // 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 #5
- SKNOSE.DAT // Actor
- normal // Softness
- detach // Crush type
- normal // Ease of detachment
- stubborn // Type
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #6
- SKNGINE.DAT // Actor
- normal // Softness
- boring // Crush type
- 0 // Number of 'Smash data' entries.
- // Crush data entry #7
- SKLDOR.DAT // Actor
- normal // Softness
- flap // Crush type
- 21 // Hinge point 0
- 22 // Hinge point 1
- 13 // Hinge point 2
- 1 // Kev-o-flap?
- normal // Ease of flap
- box // shape
- 1 // Number of 'Smash data' entries.
- SKGLL // 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 #8
- SKFRWNG.DAT // Actor
- normal // Softness
- detach // Crush type
- normal // Ease of detachment
- normal // Type
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #9
- SKBOOT.DAT // Actor
- normal // Softness
- flap // Crush type
- 13 // Hinge point 0
- 18 // Hinge point 1
- 14 // Hinge point 2
- 0 // Kev-o-flap?
- normal // Ease of flap
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #10
- SKBNT.DAT // Actor
- normal // Softness
- flap // Crush type
- 10 // Hinge point 0
- 25 // Hinge point 1
- 22 // Hinge point 2
- 0 // Kev-o-flap?
- normal // Ease of flap
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #11
- SKARSE.DAT // Actor
- normal // Softness
- detach // Crush type
- normal // Ease of detachment
- stubborn // Type
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #12
- SKFLWNG.DAT // Actor
- normal // Softness
- detach // Crush type
- normal // Ease of detachment
- normal // Type
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #13
- SKWING2.DAT // Actor
- normal // Softness
- detach // Crush type
- normal // Ease of detachment
- normal // Type
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #14
- SKWING1.DAT // Actor
- normal // Softness
- detach // Crush type
- normal // Ease of detachment
- normal // Type
- box // shape
- 0 // Number of 'Smash data' entries.
- // Crush data entry #15
- SKWING.DAT // Actor
- normal // Softness
- boring // Crush type
- 0 // Number of 'Smash data' entries.
-