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Text File  |  1998-07-07  |  19KB  |  637 lines

  1. VERSION 4
  2.  
  3. // Sub member: Master-crush data
  4. 1                           // Number of 'X mins' entries.
  5. 0.089000                    // X mins
  6. 1                           // Number of 'X maxs' entries.
  7. -0.097000                   // X maxs
  8. 2                           // Number of 'Y mins' entries.
  9. 0.169000                    // Y mins
  10. 0.122000                    // Y mins
  11. 1                           // Number of 'Y maxs' entries.
  12. 0.069000                    // Y maxs
  13. 1                           // Number of 'Z mins' entries.
  14. 0.211000                    // Z mins
  15. 1                           // Number of 'Z maxs' entries.
  16. -0.212000                   // Z maxs
  17. 1.000000                    // Bendability factor
  18. -0.135000                   // Bend point Z min
  19. 0.219000                    // Bend point Z max
  20. 1.000000                    // Snappability factor
  21. 0                           // Y split position
  22. 0.070000,0.184000,-0.012000 // Driver position
  23. 15                          // Number of 'Crush data' entries.
  24. // Crush data entry #1
  25. SKYLINE.ACT                 // Actor
  26. normal                      // Softness
  27. boring                      // Crush type
  28. 8                // number of smashable parts
  29. // smashable part #2
  30. SKRLITR            // name of material
  31. rlites        // pixelmap to use when intact
  32. 1                // Number of levels
  33. 0.002                // trigger threshold (default if zero)
  34. 0                // flags
  35.  
  36.     // Connotations:
  37.     
  38.     1                // number of possible sounds
  39.     4520            // sound ID
  40.  
  41.     1                // Shrapnel count
  42.     shards            // Shrapnel type
  43.     0,0                // Min,max speed towards car
  44.     1.0                // Impactee velocity factor
  45.     10.0            // Random velocity (max)
  46.     2.0                // Random up velocity (max)
  47.     0                // Random normal velocity (max)
  48.     100.0            // Random spin rate (max)
  49.     0.75,1.25        // Min time, Max time
  50.     0.005            // Min cut length
  51.     0x01            // flags
  52.     RLFRAG.MAT        // name of shrapnel material
  53.     
  54.     0                                        // Explosion size
  55.     none                                    // Slick material
  56.     0                // Number of non-cars activated
  57.     0                // Radius of side-effect smashes
  58.     0                // Extensions flags
  59.     0                // Room turn on code
  60.     none            // Award code
  61.     0                // No run-time variable changes
  62.  
  63. 1                // Number of pixelmaps
  64. SKLITBRK    // pixelmap to use when smashed
  65.  
  66. // smashable part #2
  67. SKRLITL            // name of material
  68. rlites        // pixelmap to use when intact
  69. 1                // Number of levels
  70. 0.002                // trigger threshold (default if zero)
  71. 0                // flags
  72.  
  73.     // Connotations:
  74.     
  75.     1                // number of possible sounds
  76.     4520            // sound ID
  77.  
  78.     1                // Shrapnel count
  79.     shards            // Shrapnel type
  80.     0,0                // Min,max speed towards car
  81.     1.0                // Impactee velocity factor
  82.     10.0            // Random velocity (max)
  83.     2.0                // Random up velocity (max)
  84.     0                // Random normal velocity (max)
  85.     100.0            // Random spin rate (max)
  86.     0.75,1.25        // Min time, Max time
  87.     0.005            // Min cut length
  88.     0x01            // flags
  89.     RLFRAG.MAT        // name of shrapnel material
  90.     
  91.     0                                        // Explosion size
  92.     none                                    // Slick material
  93.     0                // Number of non-cars activated
  94.     0                // Radius of side-effect smashes
  95.     0                // Extensions flags
  96.     0                // Room turn on code
  97.     none            // Award code
  98.     0                // No run-time variable changes
  99.  
  100. 1                // Number of pixelmaps
  101. SKLITBRK    // pixelmap to use when smashed
  102.  
  103. // smashable part #2
  104. SKFLITR            // name of material
  105. frlite        // pixelmap to use when intact
  106. 1                // Number of levels
  107. 0.002                // trigger threshold (default if zero)
  108. 0                // flags
  109.  
  110.     // Connotations:
  111.     
  112.     1                // number of possible sounds
  113.     4520            // sound ID
  114.  
  115.     1                // Shrapnel count
  116.     shards            // Shrapnel type
  117.     0,0                // Min,max speed towards car
  118.     1.0                // Impactee velocity factor
  119.     10.0            // Random velocity (max)
  120.     2.0                // Random up velocity (max)
  121.     0                // Random normal velocity (max)
  122.     100.0            // Random spin rate (max)
  123.     0.75,1.25        // Min time, Max time
  124.     0.005            // Min cut length
  125.     0x01            // flags
  126.     RLFRAG.MAT        // name of shrapnel material
  127.     
  128.     0                                        // Explosion size
  129.     none                                    // Slick material
  130.     0                // Number of non-cars activated
  131.     0                // Radius of side-effect smashes
  132.     0                // Extensions flags
  133.     0                // Room turn on code
  134.     none            // Award code
  135.     0                // No run-time variable changes
  136.  
  137. 1                // Number of pixelmaps
  138. SKFLTBRK    // pixelmap to use when smashed
  139.  
  140. // smashable part #2
  141. SKFLITL            // name of material
  142. frlite        // pixelmap to use when intact
  143. 1                // Number of levels
  144. 0.002                // trigger threshold (default if zero)
  145. 0                // flags
  146.  
  147.     // Connotations:
  148.     
  149.     1                // number of possible sounds
  150.     4520            // sound ID
  151.  
  152.     1                // Shrapnel count
  153.     shards            // Shrapnel type
  154.     0,0                // Min,max speed towards car
  155.     1.0                // Impactee velocity factor
  156.     10.0            // Random velocity (max)
  157.     2.0                // Random up velocity (max)
  158.     0                // Random normal velocity (max)
  159.     100.0            // Random spin rate (max)
  160.     0.75,1.25        // Min time, Max time
  161.     0.005            // Min cut length
  162.     0x01            // flags
  163.     RLFRAG.MAT        // name of shrapnel material
  164.     
  165.     0                                        // Explosion size
  166.     none                                    // Slick material
  167.     0                // Number of non-cars activated
  168.     0                // Radius of side-effect smashes
  169.     0                // Extensions flags
  170.     0                // Room turn on code
  171.     none            // Award code
  172.     0                // No run-time variable changes
  173.  
  174. 1                // Number of pixelmaps
  175. SKFLTBRK    // pixelmap to use when smashed
  176.  
  177. SKSCRN    // name of material
  178. SCRN    // pixelmap to use when intact
  179. 2                // Number of levels
  180. 0.0005            // trigger threshold (default if zero)
  181. 1                // flags
  182.  
  183.     // Connotations:
  184.     
  185.     1                // number of possible sounds
  186.     4530            // sound ID
  187.  
  188.     0                // Shrapnel count
  189.     
  190.     0                                        // Explosion size
  191.     none                                    // Slick material
  192.     0                // Number of non-cars activated
  193.     0                // Radius of side-effect smashes
  194.     0                // Extensions flags
  195.     0                // Room turn on code
  196.     none            // Award code
  197.     0                // No run-time variable changes
  198.  
  199. 1                // Number of pixelmaps
  200. SCRN2    // pixelmap to use when smashed level 1
  201. 0.002            // trigger threshold (default if zero)
  202. 0                // flags
  203.  
  204.     // Connotations:
  205.     
  206.     1                // number of possible sounds
  207.     4500            // sound ID
  208.  
  209.     1                // Shrapnel count
  210.     shards            // Shrapnel type
  211.     0,0                // Min,max speed towards car
  212.     1.0                // Impactee velocity factor
  213.     10.0            // Random velocity (max)
  214.     2.0                // Random up velocity (max)
  215.     0                // Random normal velocity (max)
  216.     100.0            // Random spin rate (max)
  217.     0.75,1.25        // Min time, Max time
  218.     0.005            // Min cut length
  219.     0                // flags
  220.     SCRN4        // name of shrapnel material
  221.     
  222.     0                                        // Explosion size
  223.     none                                    // Slick material
  224.     0                // Number of non-cars activated
  225.     0                // Radius of side-effect smashes
  226.     0                // Extensions flags
  227.     0                // Room turn on code
  228.     none            // Award code
  229.     0                // No run-time variable changes
  230.  
  231. 1                // Number of pixelmaps
  232. SCRN3            // pixelmap to use when smashed level 2
  233.  
  234. SKRSCRN    // name of material
  235. SCRN    // pixelmap to use when intact
  236. 2                // Number of levels
  237. 0.0005            // trigger threshold (default if zero)
  238. 1                // flags
  239.  
  240.     // Connotations:
  241.     
  242.     1                // number of possible sounds
  243.     4530            // sound ID
  244.  
  245.     0                // Shrapnel count
  246.     
  247.     0                                        // Explosion size
  248.     none                                    // Slick material
  249.     0                // Number of non-cars activated
  250.     0                // Radius of side-effect smashes
  251.     0                // Extensions flags
  252.     0                // Room turn on code
  253.     none            // Award code
  254.     0                // No run-time variable changes
  255.  
  256. 1                // Number of pixelmaps
  257. SCRN2    // pixelmap to use when smashed level 1
  258. 0.002            // trigger threshold (default if zero)
  259. 0                // flags
  260.  
  261.     // Connotations:
  262.     
  263.     1                // number of possible sounds
  264.     4500            // sound ID
  265.  
  266.     1                // Shrapnel count
  267.     shards            // Shrapnel type
  268.     0,0                // Min,max speed towards car
  269.     1.0                // Impactee velocity factor
  270.     10.0            // Random velocity (max)
  271.     2.0                // Random up velocity (max)
  272.     0                // Random normal velocity (max)
  273.     100.0            // Random spin rate (max)
  274.     0.75,1.25        // Min time, Max time
  275.     0.005            // Min cut length
  276.     0                // flags
  277.     SCRN4        // name of shrapnel material
  278.     
  279.     0                                        // Explosion size
  280.     none                                    // Slick material
  281.     0                // Number of non-cars activated
  282.     0                // Radius of side-effect smashes
  283.     0                // Extensions flags
  284.     0                // Room turn on code
  285.     none            // Award code
  286.     0                // No run-time variable changes
  287.  
  288. 1                // Number of pixelmaps
  289. SCRN3            // pixelmap to use when smashed level 2
  290.  
  291. SKQUAR    // name of material
  292. SCRN    // pixelmap to use when intact
  293. 2                // Number of levels
  294. 0.0005            // trigger threshold (default if zero)
  295. 1                // flags
  296.  
  297.     // Connotations:
  298.     
  299.     1                // number of possible sounds
  300.     4530            // sound ID
  301.  
  302.     0                // Shrapnel count
  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. SCRN2    // pixelmap to use when smashed level 1
  315. 0.002            // trigger threshold (default if zero)
  316. 0                // flags
  317.  
  318.     // Connotations:
  319.     
  320.     1                // number of possible sounds
  321.     4500            // sound ID
  322.  
  323.     1                // Shrapnel count
  324.     shards            // Shrapnel type
  325.     0,0                // Min,max speed towards car
  326.     1.0                // Impactee velocity factor
  327.     10.0            // Random velocity (max)
  328.     2.0                // Random up velocity (max)
  329.     0                // Random normal velocity (max)
  330.     100.0            // Random spin rate (max)
  331.     0.75,1.25        // Min time, Max time
  332.     0.005            // Min cut length
  333.     0                // flags
  334.     SCRN4        // name of shrapnel material
  335.     
  336.     0                                        // Explosion size
  337.     none                                    // Slick material
  338.     0                // Number of non-cars activated
  339.     0                // Radius of side-effect smashes
  340.     0                // Extensions flags
  341.     0                // Room turn on code
  342.     none            // Award code
  343.     0                // No run-time variable changes
  344.  
  345. 1                // Number of pixelmaps
  346. SCRN3            // pixelmap to use when smashed level 2
  347.  
  348. SKQUAL    // name of material
  349. SCRN    // pixelmap to use when intact
  350. 2                // Number of levels
  351. 0.0005            // trigger threshold (default if zero)
  352. 1                // flags
  353.  
  354.     // Connotations:
  355.     
  356.     1                // number of possible sounds
  357.     4530            // sound ID
  358.  
  359.     0                // Shrapnel count
  360.     
  361.     0                                        // Explosion size
  362.     none                                    // Slick material
  363.     0                // Number of non-cars activated
  364.     0                // Radius of side-effect smashes
  365.     0                // Extensions flags
  366.     0                // Room turn on code
  367.     none            // Award code
  368.     0                // No run-time variable changes
  369.  
  370. 1                // Number of pixelmaps
  371. SCRN2    // pixelmap to use when smashed level 1
  372. 0.002            // trigger threshold (default if zero)
  373. 0                // flags
  374.  
  375.     // Connotations:
  376.     
  377.     1                // number of possible sounds
  378.     4500            // sound ID
  379.  
  380.     1                // Shrapnel count
  381.     shards            // Shrapnel type
  382.     0,0                // Min,max speed towards car
  383.     1.0                // Impactee velocity factor
  384.     10.0            // Random velocity (max)
  385.     2.0                // Random up velocity (max)
  386.     0                // Random normal velocity (max)
  387.     100.0            // Random spin rate (max)
  388.     0.75,1.25        // Min time, Max time
  389.     0.005            // Min cut length
  390.     0                // flags
  391.     SCRN4        // name of shrapnel material
  392.     
  393.     0                                        // Explosion size
  394.     none                                    // Slick material
  395.     0                // Number of non-cars activated
  396.     0                // Radius of side-effect smashes
  397.     0                // Extensions flags
  398.     0                // Room turn on code
  399.     none            // Award code
  400.     0                // No run-time variable changes
  401.  
  402. 1                // Number of pixelmaps
  403. SCRN3            // pixelmap to use when smashed level 2
  404.  
  405. // Crush data entry #2
  406. SKRRWNG.DAT                 // Actor
  407. normal                      // Softness
  408. detach                      // Crush type
  409. normal                      // Ease of detachment
  410. normal                      // Type
  411. box                            // shape
  412. 0                           // Number of 'Smash data' entries.
  413. // Crush data entry #3
  414. SKRLWNG.DAT                 // Actor
  415. normal                      // Softness
  416. detach                      // Crush type
  417. normal                      // Ease of detachment
  418. normal                      // Type
  419. box                            // shape
  420. 0                           // Number of 'Smash data' entries.
  421. // Crush data entry #4
  422. SKRDOR.DAT                  // Actor
  423. normal                      // Softness
  424. flap                        // Crush type
  425. 23                          // Hinge point 0
  426. 22                          // Hinge point 1
  427. 12                          // Hinge point 2
  428. 1                           // Kev-o-flap?
  429. normal                      // Ease of flap
  430. box                            // shape
  431. 1                           // Number of 'Smash data' entries.
  432. SKGLR    // name of material
  433. SCRN    // pixelmap to use when intact
  434. 2                // Number of levels
  435. 0.0005            // trigger threshold (default if zero)
  436. 1                // flags
  437.  
  438.     // Connotations:
  439.     
  440.     1                // number of possible sounds
  441.     4530            // sound ID
  442.  
  443.     0                // Shrapnel count
  444.     
  445.     0                                        // Explosion size
  446.     none                                    // Slick material
  447.     0                // Number of non-cars activated
  448.     0                // Radius of side-effect smashes
  449.     0                // Extensions flags
  450.     0                // Room turn on code
  451.     none            // Award code
  452.     0                // No run-time variable changes
  453.  
  454. 1                // Number of pixelmaps
  455. SCRN2    // pixelmap to use when smashed level 1
  456. 0.002            // trigger threshold (default if zero)
  457. 0                // flags
  458.  
  459.     // Connotations:
  460.     
  461.     1                // number of possible sounds
  462.     4500            // sound ID
  463.  
  464.     1                // Shrapnel count
  465.     shards            // Shrapnel type
  466.     0,0                // Min,max speed towards car
  467.     1.0                // Impactee velocity factor
  468.     10.0            // Random velocity (max)
  469.     2.0                // Random up velocity (max)
  470.     0                // Random normal velocity (max)
  471.     100.0            // Random spin rate (max)
  472.     0.75,1.25        // Min time, Max time
  473.     0.005            // Min cut length
  474.     0                // flags
  475.     SCRN4        // name of shrapnel material
  476.     
  477.     0                                        // Explosion size
  478.     none                                    // Slick material
  479.     0                // Number of non-cars activated
  480.     0                // Radius of side-effect smashes
  481.     0                // Extensions flags
  482.     0                // Room turn on code
  483.     none            // Award code
  484.     0                // No run-time variable changes
  485.  
  486. 1                // Number of pixelmaps
  487. SCRN3            // pixelmap to use when smashed level 2
  488.  
  489. // Crush data entry #5
  490. SKNOSE.DAT                  // Actor
  491. normal                      // Softness
  492. detach                      // Crush type
  493. normal                      // Ease of detachment
  494. stubborn                    // Type
  495. box                            // shape
  496. 0                           // Number of 'Smash data' entries.
  497. // Crush data entry #6
  498. SKNGINE.DAT                 // Actor
  499. normal                      // Softness
  500. boring                      // Crush type
  501. 0                           // Number of 'Smash data' entries.
  502. // Crush data entry #7
  503. SKLDOR.DAT                  // Actor
  504. normal                      // Softness
  505. flap                        // Crush type
  506. 21                          // Hinge point 0
  507. 22                          // Hinge point 1
  508. 13                          // Hinge point 2
  509. 1                           // Kev-o-flap?
  510. normal                      // Ease of flap
  511. box                            // shape
  512. 1                           // Number of 'Smash data' entries.
  513. SKGLL    // name of material
  514. SCRN    // pixelmap to use when intact
  515. 2                // Number of levels
  516. 0.0005            // trigger threshold (default if zero)
  517. 1                // flags
  518.  
  519.     // Connotations:
  520.     
  521.     1                // number of possible sounds
  522.     4530            // sound ID
  523.  
  524.     0                // Shrapnel count
  525.     
  526.     0                                        // Explosion size
  527.     none                                    // Slick material
  528.     0                // Number of non-cars activated
  529.     0                // Radius of side-effect smashes
  530.     0                // Extensions flags
  531.     0                // Room turn on code
  532.     none            // Award code
  533.     0                // No run-time variable changes
  534.  
  535. 1                // Number of pixelmaps
  536. SCRN2    // pixelmap to use when smashed level 1
  537. 0.002            // trigger threshold (default if zero)
  538. 0                // flags
  539.  
  540.     // Connotations:
  541.     
  542.     1                // number of possible sounds
  543.     4500            // sound ID
  544.  
  545.     1                // Shrapnel count
  546.     shards            // Shrapnel type
  547.     0,0                // Min,max speed towards car
  548.     1.0                // Impactee velocity factor
  549.     10.0            // Random velocity (max)
  550.     2.0                // Random up velocity (max)
  551.     0                // Random normal velocity (max)
  552.     100.0            // Random spin rate (max)
  553.     0.75,1.25        // Min time, Max time
  554.     0.005            // Min cut length
  555.     0                // flags
  556.     SCRN4        // name of shrapnel material
  557.     
  558.     0                                        // Explosion size
  559.     none                                    // Slick material
  560.     0                // Number of non-cars activated
  561.     0                // Radius of side-effect smashes
  562.     0                // Extensions flags
  563.     0                // Room turn on code
  564.     none            // Award code
  565.     0                // No run-time variable changes
  566.  
  567. 1                // Number of pixelmaps
  568. SCRN3            // pixelmap to use when smashed level 2
  569.  
  570. // Crush data entry #8
  571. SKFRWNG.DAT                 // Actor
  572. normal                      // Softness
  573. detach                      // Crush type
  574. normal                      // Ease of detachment
  575. normal                      // Type
  576. box                            // shape
  577. 0                           // Number of 'Smash data' entries.
  578. // Crush data entry #9
  579. SKBOOT.DAT                  // Actor
  580. normal                      // Softness
  581. flap                        // Crush type
  582. 13                          // Hinge point 0
  583. 18                          // Hinge point 1
  584. 14                          // Hinge point 2
  585. 0                           // Kev-o-flap?
  586. normal                      // Ease of flap
  587. box                            // shape
  588. 0                           // Number of 'Smash data' entries.
  589. // Crush data entry #10
  590. SKBNT.DAT                   // Actor
  591. normal                      // Softness
  592. flap                        // Crush type
  593. 10                          // Hinge point 0
  594. 25                          // Hinge point 1
  595. 22                          // Hinge point 2
  596. 0                           // Kev-o-flap?
  597. normal                      // Ease of flap
  598. box                            // shape
  599. 0                           // Number of 'Smash data' entries.
  600. // Crush data entry #11
  601. SKARSE.DAT                  // Actor
  602. normal                      // Softness
  603. detach                      // Crush type
  604. normal                      // Ease of detachment
  605. stubborn                    // Type
  606. box                            // shape
  607. 0                           // Number of 'Smash data' entries.
  608. // Crush data entry #12
  609. SKFLWNG.DAT                 // Actor
  610. normal                      // Softness
  611. detach                      // Crush type
  612. normal                      // Ease of detachment
  613. normal                      // Type
  614. box                            // shape
  615. 0                           // Number of 'Smash data' entries.
  616. // Crush data entry #13
  617. SKWING2.DAT                 // Actor
  618. normal                      // Softness
  619. detach                      // Crush type
  620. normal                      // Ease of detachment
  621. normal                      // Type
  622. box                            // shape
  623. 0                           // Number of 'Smash data' entries.
  624. // Crush data entry #14
  625. SKWING1.DAT                 // Actor
  626. normal                      // Softness
  627. detach                      // Crush type
  628. normal                      // Ease of detachment
  629. normal                      // Type
  630. box                            // shape
  631. 0                           // Number of 'Smash data' entries.
  632. // Crush data entry #15
  633. SKWING.DAT                  // Actor
  634. normal                      // Softness
  635. boring                      // Crush type
  636. 0                           // Number of 'Smash data' entries.
  637.