VERSION 1 //////////// GLOBAL LIGHTING DATA /////////// 255,255,255 // RGB for main directional light-source 0.2,0.8 // Ambient/Diffuse light to be used when plaything ambient says 0 }--- Neither of these have smooth lighting effecs applied 1.0,0.8 // 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 ///////////////////////////////////////////// 0 , 0 , 0 // Position of centre of start of grid 0 // Direction that grid faces in // Laps, checkpoints etc 0 // how many checkpoints? // Smashable environment specs 0 // how many smashable environment specs? // Ped specs 0 // Number of Ped Spawn Materials TRACKX.ACT // Additional actor // HORIZON STUFF NONE // Name of sky texture pixelmap (or "none") 0 // Horizontal repetitions of sky texture 0 // Vertical size of sky texture (degrees) 0 // Position of horizon (pixels below top) NONE // Depth cue mode ("none", "dark" or "fog") 0 // Degree of fog/darkness 0,0,0 // Depth cue colour (red, green, blue ) // DEFAULT ENGINE NOISE 0 // SPECIAL EFFECTS VOLUMES 0 // how many special effects volumes? DEFAULT water 1 // gravity multiplier 1 // viscosity multiplier 0 // Car damage per millisecond 0 // Pedestrian damage per millisecond 0 // camera effect index 1 // sky colour none // Windscreen texture to use 5100 // Sound ID of entry noise 5100 // Sound ID of exit noise 2 // Engine noise index 10 // 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 Namehere.PIX // Map pixelmap name 0 , 0 , 0 // World->map transformation matrix 0 , 0 , 0 0 , 0 , 0 0 , 0 , 0 // ****** START OF FUNK AND GROOVE STUFF ****** START OF FUNK END OF FUNK START OF GROOVE END OF GROOVE START OF OPPONENT PATHS 2 // How many path nodes? 5 , 0 , 5 // Node #0 9 , 0 , 9 // Node #1 1 // How many path sections? 0 , 1 , 0, 255, 0, 255, 1.0, 0 // Section #1 0 // Number of cop start points END OF OPPONENT PATHS START OF DRONE PATHS 0 // version 0 // how many nodes? END OF DRONE PATHS 0 // number of material modifiers // default material 1 // car wall friction 1 // tyre road friction 1 // down force 0 // bumpiness 0 // tyre sound index 0 // crash sound index 0 // scrape noise index 1 // sparkiness 1 // room for expansion SKIDMARK.MAT // room for expansion Non CarObjects 0 // Number of noncars 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" // Network start points 1 // Number of network start points 4.48,-2.2, 9.29 //1 114 1 // number of splash files CASPLASH.PIX // name of pixelmapfile for splashes 1 Newtrack.TXT // Track's name (Example: newcity2.txt)