home *** CD-ROM | disk | FTP | other *** search
/ Computer Buyer 1998 December / dpcb1298.iso / Games / Carma / data.z / PORKER2.WAM < prev    next >
Text File  |  1998-07-07  |  16KB  |  549 lines

  1. VERSION 4
  2.  
  3. // Sub member: Master-crush data
  4. 1                           // Number of 'X mins' entries.
  5. 0.049000                    // X mins
  6. 1                           // Number of 'X maxs' entries.
  7. -0.090000                   // X maxs
  8. 1                           // Number of 'Y mins' entries.
  9. 0.116000                    // Y mins
  10. 1                           // Number of 'Y maxs' entries.
  11. 0.091000                    // Y maxs
  12. 1                           // Number of 'Z mins' entries.
  13. 0.263000                    // Z mins
  14. 1                           // Number of 'Z maxs' entries.
  15. -0.231000                   // Z maxs
  16. 1.000000                    // Bendability factor
  17. -0.157000                   // Bend point Z min
  18. 0.109000                    // Bend point Z max
  19. 1.000000                    // Snappability factor
  20. 0.162                       // Y split position
  21. 0.059000,0.1000,-0.041000 // Driver position
  22. 12                          // Number of 'Crush data' entries.
  23. // Crush data entry #1
  24. FWING01.DAT                 // Actor
  25. normal                      // Softness
  26. detach                      // Crush type
  27. normal                      // Ease of detachment
  28. normal                      // Type
  29. box                            // shape
  30. 0                           // Number of 'Smash data' entries.
  31. // Crush data entry #2
  32. FRBUMP01.DAT                // Actor
  33. normal                      // Softness
  34. detach                      // Crush type
  35. normal                      // Ease of detachment
  36. stubborn                    // Type
  37. box                            // shape
  38. 0                           // Number of 'Smash data' entries.
  39. // Crush data entry #3
  40. RWING01.DAT                 // Actor
  41. normal                      // Softness
  42. detach                      // Crush type
  43. normal                      // Ease of detachment
  44. normal                      // Type
  45. box                            // shape
  46. 0                           // Number of 'Smash data' entries.
  47. // Crush data entry #4
  48. DOOR01.DAT                  // Actor
  49. normal                      // Softness
  50. flap                        // Crush type
  51. 18                          // Hinge point 0
  52. 22                          // Hinge point 1
  53. 20                          // Hinge point 2
  54. 1                           // Kev-o-flap?
  55. normal                      // Ease of flap
  56. box                            // shape
  57. 1                           // Number of 'Smash data' entries.
  58. PODGLR    // name of material
  59. SCRN    // pixelmap to use when intact
  60. 2                // Number of levels
  61. 0.0005            // trigger threshold (default if zero)
  62. 1                // flags
  63.  
  64.     // Connotations:
  65.     
  66.     1                // number of possible sounds
  67.     4530            // sound ID
  68.  
  69.     0                // Shrapnel count
  70.     
  71.     0                                        // Explosion size
  72.     none                                    // Slick material
  73.     0                // Number of non-cars activated
  74.     0                // Radius of side-effect smashes
  75.     0                // Extensions flags
  76.     0                // Room turn on code
  77.     none            // Award code
  78.     0                // No run-time variable changes
  79.  
  80. 1                // Number of pixelmaps
  81. SCRN2    // pixelmap to use when smashed level 1
  82. 0.002            // trigger threshold (default if zero)
  83. 0                // flags
  84.  
  85.     // Connotations:
  86.     
  87.     1                // number of possible sounds
  88.     4500            // sound ID
  89.  
  90.     1                // Shrapnel count
  91.     shards            // Shrapnel type
  92.     0,0                // Min,max speed towards car
  93.     1.0                // Impactee velocity factor
  94.     10.0            // Random velocity (max)
  95.     2.0                // Random up velocity (max)
  96.     0                // Random normal velocity (max)
  97.     100.0            // Random spin rate (max)
  98.     0.75,1.25        // Min time, Max time
  99.     0.005            // Min cut length
  100.     0                // flags
  101.     SCRN4        // name of shrapnel material
  102.     
  103.     0                                        // Explosion size
  104.     none                                    // Slick material
  105.     0                // Number of non-cars activated
  106.     0                // Radius of side-effect smashes
  107.     0                // Extensions flags
  108.     0                // Room turn on code
  109.     none            // Award code
  110.     0                // No run-time variable changes
  111.  
  112. 1                // Number of pixelmaps
  113. SCRN3            // pixelmap to use when smashed level 2
  114. // Crush data entry #5
  115. FWING02.DAT                 // Actor
  116. normal                      // Softness
  117. detach                      // Crush type
  118. normal                      // Ease of detachment
  119. normal                      // Type
  120. box                            // shape
  121. 0                           // Number of 'Smash data' entries.
  122. // Crush data entry #6
  123. RWING02.DAT                 // Actor
  124. normal                      // Softness
  125. detach                      // Crush type
  126. normal                      // Ease of detachment
  127. normal                      // Type
  128. box                            // shape
  129. 0                           // Number of 'Smash data' entries.
  130. // Crush data entry #7
  131. RBUMP02.DAT                 // Actor
  132. normal                      // Softness
  133. detach                      // Crush type
  134. normal                      // Ease of detachment
  135. stubborn                    // Type
  136. box                            // shape
  137. 1                           // Number of 'Smash data' entries.
  138. // smashable part #2
  139. portalite            // name of material
  140. PORTALITE        // pixelmap to use when intact
  141. 1                // Number of levels
  142. 0.002                // trigger threshold (default if zero)
  143. 0                // flags
  144.  
  145.     // Connotations:
  146.     
  147.     1                // number of possible sounds
  148.     4520            // sound ID
  149.  
  150.     1                // Shrapnel count
  151.     shards            // Shrapnel type
  152.     0,0                // Min,max speed towards car
  153.     1.0                // Impactee velocity factor
  154.     10.0            // Random velocity (max)
  155.     2.0                // Random up velocity (max)
  156.     0                // Random normal velocity (max)
  157.     100.0            // Random spin rate (max)
  158.     0.75,1.25        // Min time, Max time
  159.     0.005            // Min cut length
  160.     0x01            // flags
  161.     RLFRAG.MAT        // name of shrapnel material
  162.     
  163.     0                                        // Explosion size
  164.     none                                    // Slick material
  165.     0                // Number of non-cars activated
  166.     0                // Radius of side-effect smashes
  167.     0                // Extensions flags
  168.     0                // Room turn on code
  169.     none            // Award code
  170.     0                // No run-time variable changes
  171.  
  172. 1                // Number of pixelmaps
  173. POLITBRK    // pixelmap to use when smashed
  174.  
  175.  
  176. // Crush data entry #8
  177. DOOR02.DAT                  // Actor
  178. normal                      // Softness
  179. flap                        // Crush type
  180. 18                          // Hinge point 0
  181. 22                          // Hinge point 1
  182. 20                          // Hinge point 2
  183. 1                           // Kev-o-flap?
  184. normal                      // Ease of flap
  185. box                            // shape
  186. 1                           // Number of 'Smash data' entries.
  187. PODGLL    // name of material
  188. SCRN    // pixelmap to use when intact
  189. 2                // Number of levels
  190. 0.0005            // trigger threshold (default if zero)
  191. 1                // flags
  192.  
  193.     // Connotations:
  194.     
  195.     1                // number of possible sounds
  196.     4530            // sound ID
  197.  
  198.     0                // Shrapnel count
  199.     
  200.     0                                        // Explosion size
  201.     none                                    // Slick material
  202.     0                // Number of non-cars activated
  203.     0                // Radius of side-effect smashes
  204.     0                // Extensions flags
  205.     0                // Room turn on code
  206.     none            // Award code
  207.     0                // No run-time variable changes
  208.  
  209. 1                // Number of pixelmaps
  210. SCRN2    // pixelmap to use when smashed level 1
  211. 0.002            // trigger threshold (default if zero)
  212. 0                // flags
  213.  
  214.     // Connotations:
  215.     
  216.     1                // number of possible sounds
  217.     4500            // sound ID
  218.  
  219.     1                // Shrapnel count
  220.     shards            // Shrapnel type
  221.     0,0                // Min,max speed towards car
  222.     1.0                // Impactee velocity factor
  223.     10.0            // Random velocity (max)
  224.     2.0                // Random up velocity (max)
  225.     0                // Random normal velocity (max)
  226.     100.0            // Random spin rate (max)
  227.     0.75,1.25        // Min time, Max time
  228.     0.005            // Min cut length
  229.     0                // flags
  230.     SCRN4        // name of shrapnel material
  231.     
  232.     0                                        // Explosion size
  233.     none                                    // Slick material
  234.     0                // Number of non-cars activated
  235.     0                // Radius of side-effect smashes
  236.     0                // Extensions flags
  237.     0                // Room turn on code
  238.     none            // Award code
  239.     0                // No run-time variable changes
  240.  
  241. 1                // Number of pixelmaps
  242. SCRN3            // pixelmap to use when smashed level 2
  243. // Crush data entry #9
  244. BONNET01.DAT                // Actor
  245. normal                      // Softness
  246. flap                        // Crush type
  247. 0                           // Hinge point 0
  248. 4                           // Hinge point 1
  249. 5                           // Hinge point 2
  250. 0                           // Kev-o-flap?
  251. normal                      // Ease of flap
  252. poly                        // shape
  253. 8                                // nsample_points
  254. 0                                // sample_points
  255. 1
  256. 2
  257. 3
  258. 4
  259. 5
  260. 6
  261. 7
  262. 0                           // Number of 'Smash data' entries.
  263. // Crush data entry #10
  264. NGINE.DAT                   // Actor
  265. normal                      // Softness
  266. boring                      // Crush type
  267. 0                           // Number of 'Smash data' entries.
  268. // Crush data entry #11
  269. RFOIL.DAT                   // Actor
  270. normal                      // Softness
  271. flap                        // Crush type
  272. 1
  273. 4
  274. 3
  275. 0
  276. normal                      // Ease of flap
  277. box                            // shape
  278. 1                           // Number of 'Smash data' entries.
  279. // smashable part #2
  280. porhilit            // name of material
  281. porhilit        // pixelmap to use when intact
  282. 1                // Number of levels
  283. 0.002                // trigger threshold (default if zero)
  284. 0                // flags
  285.  
  286.     // Connotations:
  287.     
  288.     1                // number of possible sounds
  289.     4520            // sound ID
  290.  
  291.     1                // Shrapnel count
  292.     shards            // Shrapnel type
  293.     0,0                // Min,max speed towards car
  294.     1.0                // Impactee velocity factor
  295.     10.0            // Random velocity (max)
  296.     2.0                // Random up velocity (max)
  297.     0                // Random normal velocity (max)
  298.     100.0            // Random spin rate (max)
  299.     0.75,1.25        // Min time, Max time
  300.     0.005            // Min cut length
  301.     0x01            // flags
  302.     RLFRAG.MAT        // name of shrapnel material
  303.     
  304.     0                                        // Explosion size
  305.     none                                    // Slick material
  306.     0                // Number of non-cars activated
  307.     0                // Radius of side-effect smashes
  308.     0                // Extensions flags
  309.     0                // Room turn on code
  310.     none            // Award code
  311.     0                // No run-time variable changes
  312.  
  313. 1                // Number of pixelmaps
  314. POHIBRK    // pixelmap to use when smashed
  315.  
  316. // 12
  317. PORK2.ACT
  318. normal
  319. boring
  320. 4                            // number of smashable parts
  321.  
  322. POSCRN    // name of material
  323. SCRN    // pixelmap to use when intact
  324. 2                // Number of levels
  325. 0.0005            // trigger threshold (default if zero)
  326. 1                // flags
  327.  
  328.     // Connotations:
  329.     
  330.     1                // number of possible sounds
  331.     4530            // sound ID
  332.  
  333.     0                // Shrapnel count
  334.     
  335.     0                                        // Explosion size
  336.     none                                    // Slick material
  337.     0                // Number of non-cars activated
  338.     0                // Radius of side-effect smashes
  339.     0                // Extensions flags
  340.     0                // Room turn on code
  341.     none            // Award code
  342.     0                // No run-time variable changes
  343.  
  344. 1                // Number of pixelmaps
  345. SCRN2    // pixelmap to use when smashed level 1
  346. 0.002            // trigger threshold (default if zero)
  347. 0                // flags
  348.  
  349.     // Connotations:
  350.     
  351.     1                // number of possible sounds
  352.     4500            // sound ID
  353.  
  354.     1                // Shrapnel count
  355.     shards            // Shrapnel type
  356.     0,0                // Min,max speed towards car
  357.     1.0                // Impactee velocity factor
  358.     10.0            // Random velocity (max)
  359.     2.0                // Random up velocity (max)
  360.     0                // Random normal velocity (max)
  361.     100.0            // Random spin rate (max)
  362.     0.75,1.25        // Min time, Max time
  363.     0.005            // Min cut length
  364.     0                // flags
  365.     SCRN4        // name of shrapnel material
  366.     
  367.     0                                        // Explosion size
  368.     none                                    // Slick material
  369.     0                // Number of non-cars activated
  370.     0                // Radius of side-effect smashes
  371.     0                // Extensions flags
  372.     0                // Room turn on code
  373.     none            // Award code
  374.     0                // No run-time variable changes
  375.  
  376. 1                // Number of pixelmaps
  377. SCRN3            // pixelmap to use when smashed level 2
  378.  
  379. PORSCRN    // name of material
  380. SCRN    // pixelmap to use when intact
  381. 2                // Number of levels
  382. 0.0005            // trigger threshold (default if zero)
  383. 1                // flags
  384.  
  385.     // Connotations:
  386.     
  387.     1                // number of possible sounds
  388.     4530            // sound ID
  389.  
  390.     0                // Shrapnel count
  391.     
  392.     0                                        // Explosion size
  393.     none                                    // Slick material
  394.     0                // Number of non-cars activated
  395.     0                // Radius of side-effect smashes
  396.     0                // Extensions flags
  397.     0                // Room turn on code
  398.     none            // Award code
  399.     0                // No run-time variable changes
  400.  
  401. 1                // Number of pixelmaps
  402. SCRN2    // pixelmap to use when smashed level 1
  403. 0.002            // trigger threshold (default if zero)
  404. 0                // flags
  405.  
  406.     // Connotations:
  407.     
  408.     1                // number of possible sounds
  409.     4500            // sound ID
  410.  
  411.     1                // Shrapnel count
  412.     shards            // Shrapnel type
  413.     0,0                // Min,max speed towards car
  414.     1.0                // Impactee velocity factor
  415.     10.0            // Random velocity (max)
  416.     2.0                // Random up velocity (max)
  417.     0                // Random normal velocity (max)
  418.     100.0            // Random spin rate (max)
  419.     0.75,1.25        // Min time, Max time
  420.     0.005            // Min cut length
  421.     0                // flags
  422.     SCRN4        // name of shrapnel material
  423.     
  424.     0                                        // Explosion size
  425.     none                                    // Slick material
  426.     0                // Number of non-cars activated
  427.     0                // Radius of side-effect smashes
  428.     0                // Extensions flags
  429.     0                // Room turn on code
  430.     none            // Award code
  431.     0                // No run-time variable changes
  432.  
  433. 1                // Number of pixelmaps
  434. SCRN3            // pixelmap to use when smashed level 2
  435.  
  436. POQUATR    // name of material
  437. SCRN    // pixelmap to use when intact
  438. 2                // Number of levels
  439. 0.0005            // trigger threshold (default if zero)
  440. 1                // flags
  441.  
  442.     // Connotations:
  443.     
  444.     1                // number of possible sounds
  445.     4530            // sound ID
  446.  
  447.     0                // Shrapnel count
  448.     
  449.     0                                        // Explosion size
  450.     none                                    // Slick material
  451.     0                // Number of non-cars activated
  452.     0                // Radius of side-effect smashes
  453.     0                // Extensions flags
  454.     0                // Room turn on code
  455.     none            // Award code
  456.     0                // No run-time variable changes
  457.  
  458. 1                // Number of pixelmaps
  459. SCRN2    // pixelmap to use when smashed level 1
  460. 0.002            // trigger threshold (default if zero)
  461. 0                // flags
  462.  
  463.     // Connotations:
  464.     
  465.     1                // number of possible sounds
  466.     4500            // sound ID
  467.  
  468.     1                // Shrapnel count
  469.     shards            // Shrapnel type
  470.     0,0                // Min,max speed towards car
  471.     1.0                // Impactee velocity factor
  472.     10.0            // Random velocity (max)
  473.     2.0                // Random up velocity (max)
  474.     0                // Random normal velocity (max)
  475.     100.0            // Random spin rate (max)
  476.     0.75,1.25        // Min time, Max time
  477.     0.005            // Min cut length
  478.     0                // flags
  479.     SCRN4        // name of shrapnel material
  480.     
  481.     0                                        // Explosion size
  482.     none                                    // Slick material
  483.     0                // Number of non-cars activated
  484.     0                // Radius of side-effect smashes
  485.     0                // Extensions flags
  486.     0                // Room turn on code
  487.     none            // Award code
  488.     0                // No run-time variable changes
  489.  
  490. 1                // Number of pixelmaps
  491. SCRN3            // pixelmap to use when smashed level 2
  492.  
  493. POQUATL    // name of material
  494. SCRN    // pixelmap to use when intact
  495. 2                // Number of levels
  496. 0.0005            // trigger threshold (default if zero)
  497. 1                // flags
  498.  
  499.     // Connotations:
  500.     
  501.     1                // number of possible sounds
  502.     4530            // sound ID
  503.  
  504.     0                // Shrapnel count
  505.     
  506.     0                                        // Explosion size
  507.     none                                    // Slick material
  508.     0                // Number of non-cars activated
  509.     0                // Radius of side-effect smashes
  510.     0                // Extensions flags
  511.     0                // Room turn on code
  512.     none            // Award code
  513.     0                // No run-time variable changes
  514.  
  515. 1                // Number of pixelmaps
  516. SCRN2    // pixelmap to use when smashed level 1
  517. 0.002            // trigger threshold (default if zero)
  518. 0                // flags
  519.  
  520.     // Connotations:
  521.     
  522.     1                // number of possible sounds
  523.     4500            // sound ID
  524.  
  525.     1                // Shrapnel count
  526.     shards            // Shrapnel type
  527.     0,0                // Min,max speed towards car
  528.     1.0                // Impactee velocity factor
  529.     10.0            // Random velocity (max)
  530.     2.0                // Random up velocity (max)
  531.     0                // Random normal velocity (max)
  532.     100.0            // Random spin rate (max)
  533.     0.75,1.25        // Min time, Max time
  534.     0.005            // Min cut length
  535.     0                // flags
  536.     SCRN4        // name of shrapnel material
  537.     
  538.     0                                        // Explosion size
  539.     none                                    // Slick material
  540.     0                // Number of non-cars activated
  541.     0                // Radius of side-effect smashes
  542.     0                // Extensions flags
  543.     0                // Room turn on code
  544.     none            // Award code
  545.     0                // No run-time variable changes
  546.  
  547. 1                // Number of pixelmaps
  548. SCRN3            // pixelmap to use when smashed level 2
  549.