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Computer Buyer 1998 December
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Carma
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SKYLINE.WAM
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Text File
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1998-07-07
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19KB
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637 lines
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.