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GameStar 1998 October
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Gamestar_00_1998-10_cd1.bin
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dema
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carma2
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data.z
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VOLVO.WAM
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Text File
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1998-07-07
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16KB
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545 lines
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.