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Text File  |  1998-07-07  |  16KB  |  545 lines

  1. VERSION 4
  2.  
  3. // Sub member: Master-crush data
  4. 1                           // Number of 'X mins' entries.
  5. 0.072000                    // X mins
  6. 1                           // Number of 'X maxs' entries.
  7. -0.107000                   // X maxs
  8. 2                           // Number of 'Y mins' entries.
  9. 0.373000                    // Y mins
  10. 0.144000                    // Y mins
  11. 1                           // Number of 'Y maxs' entries.
  12. 0.084000                    // Y maxs
  13. 2                           // Number of 'Z mins' entries.
  14. 0.320000                    // Z mins
  15. -0.251000                   // Z mins
  16. 1                           // Number of 'Z maxs' entries.
  17. -0.421000                   // Z maxs
  18. 0.000000                    // Bendability factor
  19. -0.210000                   // Bend point Z min
  20. 0.227000                    // Bend point Z max
  21. 1.000000                    // Snappability factor
  22. 0.383000                    // Y split position
  23. 0.088000,0.3000,-0.412000 // Driver position
  24. 24                          // Number of 'Crush data' entries.
  25. // Crush data entry #1
  26. VOLVO.ACT                   // Actor
  27. normal                      // Softness
  28. boring                      // Crush type
  29. 1                           // Number of 'Smash data' entries.
  30. VOSCRN    // name of material
  31. SCRN    // pixelmap to use when intact
  32. 2                // Number of levels
  33. 0.0005            // trigger threshold (default if zero)
  34. 1                // flags
  35.  
  36.     // Connotations:
  37.     
  38.     1                // number of possible sounds
  39.     4530            // sound ID
  40.  
  41.     0                // Shrapnel count
  42.     
  43.     0                                        // Explosion size
  44.     none                                    // Slick material
  45.     0                // Number of non-cars activated
  46.     0                // Radius of side-effect smashes
  47.     0                // Extensions flags
  48.     0                // Room turn on code
  49.     none            // Award code
  50.     0                // No run-time variable changes
  51.  
  52. 1                // Number of pixelmaps
  53. SCRN2    // pixelmap to use when smashed level 1
  54. 0.002            // trigger threshold (default if zero)
  55. 0                // flags
  56.  
  57.     // Connotations:
  58.     
  59.     1                // number of possible sounds
  60.     4500            // sound ID
  61.  
  62.     1                // Shrapnel count
  63.     shards            // Shrapnel type
  64.     0,0                // Min,max speed towards car
  65.     1.0                // Impactee velocity factor
  66.     10.0            // Random velocity (max)
  67.     2.0                // Random up velocity (max)
  68.     0                // Random normal velocity (max)
  69.     100.0            // Random spin rate (max)
  70.     0.75,1.25        // Min time, Max time
  71.     0.005            // Min cut length
  72.     0                // flags
  73.     SCRN4        // name of shrapnel material
  74.     
  75.     0                                        // Explosion size
  76.     none                                    // Slick material
  77.     0                // Number of non-cars activated
  78.     0                // Radius of side-effect smashes
  79.     0                // Extensions flags
  80.     0                // Room turn on code
  81.     none            // Award code
  82.     0                // No run-time variable changes
  83.  
  84. 1                // Number of pixelmaps
  85. SCRN3            // pixelmap to use when smashed level 2
  86.  
  87. // Crush data entry #2
  88. VOAERO.DAT                  // Actor
  89. normal                      // Softness
  90. detach                      // Crush type
  91. normal
  92. fully_detach
  93. box                            // shape
  94. 0                           // Number of 'Smash data' entries.
  95. // Crush data entry #3
  96. VOBOX.DAT                   // Actor
  97. normal                      // Softness
  98. boring
  99. 0                           // Number of 'Smash data' entries.
  100. // Crush data entry #4
  101. VODIFF.DAT                  // Actor
  102. normal                      // Softness
  103. boring
  104. 0                           // Number of 'Smash data' entries.
  105. // Crush data entry #5
  106. VOFRNT.DAT                  // Actor
  107. normal                      // Softness
  108. boring
  109. 0                           // Number of 'Smash data' entries.
  110. // Crush data entry #6
  111. VOGAS.DAT                   // Actor
  112. normal                      // Softness
  113. boring
  114. 0                           // Number of 'Smash data' entries.
  115. // Crush data entry #7
  116. VOLCHAS.DAT                 // Actor
  117. normal                      // Softness
  118. boring                      // Crush type
  119. 0                           // Number of 'Smash data' entries.
  120. // Crush data entry #8
  121. VOLDOR.DAT                  // Actor
  122. normal                      // Softness
  123. flap                        // Crush type
  124. 23                          // Hinge point 0
  125. 2                           // Hinge point 1
  126. 15                          // Hinge point 2
  127. 1                           // Kev-o-flap?
  128. normal                      // Ease of flap
  129. box                            // shape
  130. 1                           // Number of 'Smash data' entries.
  131. VOGLL    // name of material
  132. SCRN    // pixelmap to use when intact
  133. 2                // Number of levels
  134. 0.0005            // trigger threshold (default if zero)
  135. 1                // flags
  136.  
  137.     // Connotations:
  138.     
  139.     1                // number of possible sounds
  140.     4530            // sound ID
  141.  
  142.     0                // Shrapnel count
  143.     
  144.     0                                        // Explosion size
  145.     none                                    // Slick material
  146.     0                // Number of non-cars activated
  147.     0                // Radius of side-effect smashes
  148.     0                // Extensions flags
  149.     0                // Room turn on code
  150.     none            // Award code
  151.     0                // No run-time variable changes
  152.  
  153. 1                // Number of pixelmaps
  154. SCRN2    // pixelmap to use when smashed level 1
  155. 0.002            // trigger threshold (default if zero)
  156. 0                // flags
  157.  
  158.     // Connotations:
  159.     
  160.     1                // number of possible sounds
  161.     4500            // sound ID
  162.  
  163.     1                // Shrapnel count
  164.     shards            // Shrapnel type
  165.     0,0                // Min,max speed towards car
  166.     1.0                // Impactee velocity factor
  167.     10.0            // Random velocity (max)
  168.     2.0                // Random up velocity (max)
  169.     0                // Random normal velocity (max)
  170.     100.0            // Random spin rate (max)
  171.     0.75,1.25        // Min time, Max time
  172.     0.005            // Min cut length
  173.     0                // flags
  174.     SCRN4        // name of shrapnel material
  175.     
  176.     0                                        // Explosion size
  177.     none                                    // Slick material
  178.     0                // Number of non-cars activated
  179.     0                // Radius of side-effect smashes
  180.     0                // Extensions flags
  181.     0                // Room turn on code
  182.     none            // Award code
  183.     0                // No run-time variable changes
  184.  
  185. 1                // Number of pixelmaps
  186. SCRN3            // pixelmap to use when smashed level 2
  187.  
  188.  
  189. // Crush data entry #9
  190. VOLFIN.DAT                  // Actor
  191. normal                      // Softness
  192. detach                      // Crush type
  193. normal
  194. normal
  195. box                            // shape
  196. 0                           // Number of 'Smash data' entries.
  197. // Crush data entry #10
  198. VOLMIROR.DAT                // Actor
  199. normal                      // Softness
  200. detach                      // Crush type
  201. normal
  202. normal
  203. box                            // shape
  204. 1                           // Number of 'Smash data' entries.
  205. MIRRORL    // name of material
  206. MIRROR1    // pixelmap to use when intact
  207. 2                // Number of levels
  208. 0.0005            // trigger threshold (default if zero)
  209. 1                // flags
  210.  
  211.     // Connotations:
  212.     
  213.     1                // number of possible sounds
  214.     4530            // sound ID
  215.  
  216.     0                // Shrapnel count
  217.     
  218.     0                                        // Explosion size
  219.     none                                    // Slick material
  220.     0                // Number of non-cars activated
  221.     0                // Radius of side-effect smashes
  222.     0                // Extensions flags
  223.     0                // Room turn on code
  224.     none            // Award code
  225.     0                // No run-time variable changes
  226.  
  227. 1                // Number of pixelmaps
  228. mirror2    // pixelmap to use when smashed level 1
  229. 0.002            // trigger threshold (default if zero)
  230. 0                // flags
  231.  
  232.     // Connotations:
  233.     
  234.     1                // number of possible sounds
  235.     4500            // sound ID
  236.  
  237.     1                // Shrapnel count
  238.     shards            // Shrapnel type
  239.     0,0                // Min,max speed towards car
  240.     1.0                // Impactee velocity factor
  241.     10.0            // Random velocity (max)
  242.     2.0                // Random up velocity (max)
  243.     0                // Random normal velocity (max)
  244.     100.0            // Random spin rate (max)
  245.     0.75,1.25        // Min time, Max time
  246.     0.005            // Min cut length
  247.     0                // flags
  248.     SCRN4        // name of shrapnel material
  249.     
  250.     0                                        // Explosion size
  251.     none                                    // Slick material
  252.     0                // Number of non-cars activated
  253.     0                // Radius of side-effect smashes
  254.     0                // Extensions flags
  255.     0                // Room turn on code
  256.     none            // Award code
  257.     0                // No run-time variable changes
  258.  
  259. 1                // Number of pixelmaps
  260. MIRROR3            // pixelmap to use when smashed level 2
  261. // Crush data entry #11
  262. VOLSKIRT.DAT                // Actor
  263. normal                      // Softness
  264. detach                      // Crush type
  265. normal
  266. normal
  267. box                            // shape
  268. 0                           // Number of 'Smash data' entries.
  269. // Crush data entry #12
  270. VOMEMB1.DAT                 // Actor
  271. normal                      // Softness
  272. boring                      // Crush type
  273. 0                           // Number of 'Smash data' entries.
  274. // Crush data entry #13
  275. VOMEMB2.DAT                 // Actor
  276. normal                      // Softness
  277. boring                      // Crush type
  278. 0                           // Number of 'Smash data' entries.
  279. // Crush data entry #14
  280. VORCHAS.DAT                 // Actor
  281. normal                      // Softness
  282. boring                      // Crush type
  283. 0                           // Number of 'Smash data' entries.
  284. // Crush data entry #15
  285. VORDOR.DAT                  // Actor
  286. normal                      // Softness
  287. flap                        // Crush type
  288. 19                          // Hinge point 0
  289. 20                          // Hinge point 1
  290. 15                          // Hinge point 2
  291. 1                           // Kev-o-flap?
  292. normal                      // Ease of flap
  293. box                            // shape
  294. 1                           // Number of 'Smash data' entries.
  295. VOGLR    // name of material
  296. SCRN    // pixelmap to use when intact
  297. 2                // Number of levels
  298. 0.0005            // trigger threshold (default if zero)
  299. 1                // flags
  300.  
  301.     // Connotations:
  302.     
  303.     1                // number of possible sounds
  304.     4530            // sound ID
  305.  
  306.     0                // Shrapnel count
  307.     
  308.     0                                        // Explosion size
  309.     none                                    // Slick material
  310.     0                // Number of non-cars activated
  311.     0                // Radius of side-effect smashes
  312.     0                // Extensions flags
  313.     0                // Room turn on code
  314.     none            // Award code
  315.     0                // No run-time variable changes
  316.  
  317. 1                // Number of pixelmaps
  318. SCRN2    // pixelmap to use when smashed level 1
  319. 0.002            // trigger threshold (default if zero)
  320. 0                // flags
  321.  
  322.     // Connotations:
  323.     
  324.     1                // number of possible sounds
  325.     4500            // sound ID
  326.  
  327.     1                // Shrapnel count
  328.     shards            // Shrapnel type
  329.     0,0                // Min,max speed towards car
  330.     1.0                // Impactee velocity factor
  331.     10.0            // Random velocity (max)
  332.     2.0                // Random up velocity (max)
  333.     0                // Random normal velocity (max)
  334.     100.0            // Random spin rate (max)
  335.     0.75,1.25        // Min time, Max time
  336.     0.005            // Min cut length
  337.     0                // flags
  338.     SCRN4        // name of shrapnel material
  339.     
  340.     0                                        // Explosion size
  341.     none                                    // Slick material
  342.     0                // Number of non-cars activated
  343.     0                // Radius of side-effect smashes
  344.     0                // Extensions flags
  345.     0                // Room turn on code
  346.     none            // Award code
  347.     0                // No run-time variable changes
  348.  
  349. 1                // Number of pixelmaps
  350. SCRN3            // pixelmap to use when smashed level 2
  351.  
  352. // Crush data entry #16
  353. VOREAR.DAT                  // Actor
  354. normal                      // Softness
  355. detach                      // Crush type
  356. normal
  357. stubborn
  358. box                            // shape
  359. 0                           // Number of 'Smash data' entries.
  360. // Crush data entry #17
  361. VORFIN.DAT                  // Actor
  362. normal                      // Softness
  363. detach                      // Crush type
  364. normal
  365. normal
  366. box                            // shape
  367. 0                          // Number of 'Smash data' entries.
  368. // Crush data entry #18
  369. VORLWNG.DAT                 // Actor
  370. normal                      // Softness
  371. detach                      // Crush type
  372. normal
  373. normal
  374. box                            // shape
  375. 1                           // Number of 'Smash data' entries.
  376. VORLITL            // name of material
  377. VORLIT        // pixelmap to use when intact
  378. 1                // Number of levels
  379. 0.002                // trigger threshold (default if zero)
  380. 0                // flags
  381.  
  382.     // Connotations:
  383.     
  384.     1                // number of possible sounds
  385.     4520            // sound ID
  386.  
  387.     1                // Shrapnel count
  388.     shards            // Shrapnel type
  389.     0,0                // Min,max speed towards car
  390.     1.0                // Impactee velocity factor
  391.     10.0            // Random velocity (max)
  392.     2.0                // Random up velocity (max)
  393.     0                // Random normal velocity (max)
  394.     100.0            // Random spin rate (max)
  395.     0.75,1.25        // Min time, Max time
  396.     0.005            // Min cut length
  397.     0x01            // flags
  398.     RLFRAG.MAT        // name of shrapnel material
  399.     
  400.     0                                        // Explosion size
  401.     none                                    // Slick material
  402.     0                // Number of non-cars activated
  403.     0                // Radius of side-effect smashes
  404.     0                // Extensions flags
  405.     0                // Room turn on code
  406.     none            // Award code
  407.     0                // No run-time variable changes
  408.  
  409. 1                // Number of pixelmaps
  410. VOLITBRK    // pixelmap to use when smashed
  411.  
  412. // Crush data entry #19
  413. VORMIROR.DAT                // Actor
  414. normal                      // Softness
  415. detach                      // Crush type
  416. normal
  417. normal
  418. box                            // shape
  419. 1                           // Number of 'Smash data' entries.
  420. MIRRORR    // name of material
  421. MIRROR1    // pixelmap to use when intact
  422. 2                // Number of levels
  423. 0.0005            // trigger threshold (default if zero)
  424. 1                // flags
  425.  
  426.     // Connotations:
  427.     
  428.     1                // number of possible sounds
  429.     4530            // sound ID
  430.  
  431.     0                // Shrapnel count
  432.     
  433.     0                                        // Explosion size
  434.     none                                    // Slick material
  435.     0                // Number of non-cars activated
  436.     0                // Radius of side-effect smashes
  437.     0                // Extensions flags
  438.     0                // Room turn on code
  439.     none            // Award code
  440.     0                // No run-time variable changes
  441.  
  442. 1                // Number of pixelmaps
  443. mirror2    // pixelmap to use when smashed level 1
  444. 0.002            // trigger threshold (default if zero)
  445. 0                // flags
  446.  
  447.     // Connotations:
  448.     
  449.     1                // number of possible sounds
  450.     4500            // sound ID
  451.  
  452.     1                // Shrapnel count
  453.     shards            // Shrapnel type
  454.     0,0                // Min,max speed towards car
  455.     1.0                // Impactee velocity factor
  456.     10.0            // Random velocity (max)
  457.     2.0                // Random up velocity (max)
  458.     0                // Random normal velocity (max)
  459.     100.0            // Random spin rate (max)
  460.     0.75,1.25        // Min time, Max time
  461.     0.005            // Min cut length
  462.     0                // flags
  463.     SCRN4        // name of shrapnel material
  464.     
  465.     0                                        // Explosion size
  466.     none                                    // Slick material
  467.     0                // Number of non-cars activated
  468.     0                // Radius of side-effect smashes
  469.     0                // Extensions flags
  470.     0                // Room turn on code
  471.     none            // Award code
  472.     0                // No run-time variable changes
  473.  
  474. 1                // Number of pixelmaps
  475. MIRROR3            // pixelmap to use when smashed level 2
  476. // Crush data entry #20
  477. VORRWNG.DAT                 // Actor
  478. normal                      // Softness
  479. detach                      // Crush type
  480. normal
  481. normal
  482. box                            // shape
  483. 1                           // Number of 'Smash data' entries.
  484. VOLITR            // name of material
  485. VORLIT        // pixelmap to use when intact
  486. 1                // Number of levels
  487. 0.002                // trigger threshold (default if zero)
  488. 0                // flags
  489.  
  490.     // Connotations:
  491.     
  492.     1                // number of possible sounds
  493.     4520            // sound ID
  494.  
  495.     1                // Shrapnel count
  496.     shards            // Shrapnel type
  497.     0,0                // Min,max speed towards car
  498.     1.0                // Impactee velocity factor
  499.     10.0            // Random velocity (max)
  500.     2.0                // Random up velocity (max)
  501.     0                // Random normal velocity (max)
  502.     100.0            // Random spin rate (max)
  503.     0.75,1.25        // Min time, Max time
  504.     0.005            // Min cut length
  505.     0x01            // flags
  506.     RLFRAG.MAT        // name of shrapnel material
  507.     
  508.     0                                        // Explosion size
  509.     none                                    // Slick material
  510.     0                // Number of non-cars activated
  511.     0                // Radius of side-effect smashes
  512.     0                // Extensions flags
  513.     0                // Room turn on code
  514.     none            // Award code
  515.     0                // No run-time variable changes
  516.  
  517. 1                // Number of pixelmaps
  518. VOLITBRK    // pixelmap to use when smashed
  519. // Crush data entry #21
  520. VORSKIRT.DAT                // Actor
  521. normal                      // Softness
  522. detach                      // Crush type
  523. normal
  524. normal
  525. box                            // shape
  526. 0                           // Number of 'Smash data' entries.
  527. // Crush data entry #22
  528. VOSPOIL.DAT                 // Actor
  529. normal                      // Softness
  530. detach                      // Crush type
  531. normal
  532. stubborn
  533. box                            // shape
  534. 0                           // Number of 'Smash data' entries.
  535. // Crush data entry #23
  536. VOSTORE.DAT                 // Actor
  537. normal                      // Softness
  538. boring
  539. 0                           // Number of 'Smash data' entries.
  540. // Crush data entry #24
  541. VOTRANS.DAT                 // Actor
  542. normal                      // Softness
  543. boring
  544. 0                           // Number of 'Smash data' entries.
  545.