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Computer Buyer 1998 December
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PORKER2.WAM
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Text File
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1998-07-07
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16KB
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549 lines
VERSION 4
// Sub member: Master-crush data
1 // Number of 'X mins' entries.
0.049000 // X mins
1 // Number of 'X maxs' entries.
-0.090000 // X maxs
1 // Number of 'Y mins' entries.
0.116000 // Y mins
1 // Number of 'Y maxs' entries.
0.091000 // Y maxs
1 // Number of 'Z mins' entries.
0.263000 // Z mins
1 // Number of 'Z maxs' entries.
-0.231000 // Z maxs
1.000000 // Bendability factor
-0.157000 // Bend point Z min
0.109000 // Bend point Z max
1.000000 // Snappability factor
0.162 // Y split position
0.059000,0.1000,-0.041000 // Driver position
12 // Number of 'Crush data' entries.
// Crush data entry #1
FWING01.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
normal // Type
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #2
FRBUMP01.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
stubborn // Type
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #3
RWING01.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
DOOR01.DAT // Actor
normal // Softness
flap // Crush type
18 // Hinge point 0
22 // Hinge point 1
20 // Hinge point 2
1 // Kev-o-flap?
normal // Ease of flap
box // shape
1 // Number of 'Smash data' entries.
PODGLR // 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
FWING02.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
normal // Type
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #6
RWING02.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
normal // Type
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #7
RBUMP02.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
stubborn // Type
box // shape
1 // Number of 'Smash data' entries.
// smashable part #2
portalite // name of material
PORTALITE // 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
POLITBRK // pixelmap to use when smashed
// Crush data entry #8
DOOR02.DAT // Actor
normal // Softness
flap // Crush type
18 // Hinge point 0
22 // Hinge point 1
20 // Hinge point 2
1 // Kev-o-flap?
normal // Ease of flap
box // shape
1 // Number of 'Smash data' entries.
PODGLL // 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
BONNET01.DAT // Actor
normal // Softness
flap // Crush type
0 // Hinge point 0
4 // Hinge point 1
5 // Hinge point 2
0 // Kev-o-flap?
normal // Ease of flap
poly // shape
8 // nsample_points
0 // sample_points
1
2
3
4
5
6
7
0 // Number of 'Smash data' entries.
// Crush data entry #10
NGINE.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #11
RFOIL.DAT // Actor
normal // Softness
flap // Crush type
1
4
3
0
normal // Ease of flap
box // shape
1 // Number of 'Smash data' entries.
// smashable part #2
porhilit // name of material
porhilit // 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
POHIBRK // pixelmap to use when smashed
// 12
PORK2.ACT
normal
boring
4 // number of smashable parts
POSCRN // 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
PORSCRN // 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
POQUATR // 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
POQUATL // 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