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Text File  |  1998-07-07  |  10KB  |  329 lines

  1. VERSION 4
  2.  
  3. // Sub member: Master-crush data
  4. 1                           // Number of 'X mins' entries.
  5. 0.060000                    // X mins
  6. 1                           // Number of 'X maxs' entries.
  7. -0.078000                   // X maxs
  8. 1                           // Number of 'Y mins' entries.
  9. 0.004000                    // Y mins
  10. 1                           // Number of 'Y maxs' entries.
  11. -0.077000                   // Y maxs
  12. 1                           // Number of 'Z mins' entries.
  13. 0.211000                    // Z mins
  14. 1                           // Number of 'Z maxs' entries.
  15. -0.219000                   // Z maxs
  16. 1.000000                    // Bendability factor
  17. -0.144000                   // Bend point Z min
  18. 0.117000                    // Bend point Z max
  19. 1.000000                    // Snappability factor
  20. 0                           // Y split position
  21. 0.058000,0.012000,0.077000  // Driver position
  22. 10                          // Number of 'Crush data' entries.
  23. // Crush data entry #1
  24. 37BONNT.DAT                 // Actor
  25. normal                      // Softness
  26. flap                        // Crush type
  27. 28                          // Hinge point 0
  28. 33                          // Hinge point 1
  29. 59                          // Hinge point 2
  30. 0                           // Kev-o-flap?
  31. normal                      // Ease of flap
  32. box                            // shape
  33. 0                           // Number of 'Smash data' entries.
  34. // Crush data entry #2
  35. 37BOOT.DAT                  // Actor
  36. normal                      // Softness
  37. flap                        // Crush type
  38. 8                           // Hinge point 0
  39. 12                          // Hinge point 1
  40. 11                          // Hinge point 2
  41. 0                           // Kev-o-flap?
  42. normal                      // Ease of flap
  43. box                            // shape
  44. 0                           // Number of 'Smash data' entries.
  45. // Crush data entry #3
  46. 37FLWNG.DAT                 // Actor
  47. normal                      // Softness
  48. detach                      // Crush type
  49.     normal
  50.     normal
  51. box                            // shape
  52. 0                           // Number of 'Smash data' entries.
  53. // Crush data entry #4
  54. 37FRWNG.DAT                 // Actor
  55. normal                      // Softness
  56. detach                      // Crush type
  57.     normal
  58.     normal
  59. box                            // shape
  60. 0                           // Number of 'Smash data' entries.
  61. // Crush data entry #5
  62. 37LDOOR.DAT                 // Actor
  63. normal                      // Softness
  64. flap                        // Crush type
  65. 10                          // Hinge point 0
  66. 9                           // Hinge point 1
  67. 11                          // Hinge point 2
  68. 1                           // Kev-o-flap?
  69. normal                      // Ease of flap
  70. box                            // shape
  71. 0                           // Number of 'Smash data' entries.
  72. // Crush data entry #6
  73. 37NGIN.DAT                  // Actor
  74. normal                      // Softness
  75. boring                      // Crush type
  76. 0                           // Number of 'Smash data' entries.
  77. // Crush data entry #7
  78. 37RDOOR.DAT                 // Actor
  79. normal                      // Softness
  80. flap                        // Crush type
  81. 10                          // Hinge point 0
  82. 9                           // Hinge point 1
  83. 11                          // Hinge point 2
  84. 1                           // Kev-o-flap?
  85. normal                      // Ease of flap
  86. box                            // shape
  87. 0                           // Number of 'Smash data' entries.
  88. // Crush data entry #8
  89. 37RLWNG.DAT                 // Actor
  90. normal                      // Softness
  91. detach                      // Crush type
  92.     normal
  93.     normal
  94. box
  95. 1                // number of smashable parts
  96. // smashable part #2
  97. 37llit            // name of material
  98. 37backlit        // pixelmap to use when intact
  99. 1                // Number of levels
  100. 0.002                // trigger threshold (default if zero)
  101. 0                // flags
  102.  
  103.     // Connotations:
  104.     
  105.     1                // number of possible sounds
  106.     4520            // sound ID
  107.  
  108.     1                // Shrapnel count
  109.     shards            // Shrapnel type
  110.     0,0                // Min,max speed towards car
  111.     1.0                // Impactee velocity factor
  112.     10.0            // Random velocity (max)
  113.     2.0                // Random up velocity (max)
  114.     0                // Random normal velocity (max)
  115.     100.0            // Random spin rate (max)
  116.     0.75,1.25        // Min time, Max time
  117.     0.005            // Min cut length
  118.     0x01            // flags
  119.     RLFRAG.MAT        // name of shrapnel material
  120.     
  121.     0                                        // Explosion size
  122.     none                                    // Slick material
  123.     0                // Number of non-cars activated
  124.     0                // Radius of side-effect smashes
  125.     0                // Extensions flags
  126.     0                // Room turn on code
  127.     none            // Award code
  128.     0                // No run-time variable changes
  129.  
  130. 1                // Number of pixelmaps
  131. 37litebk    // pixelmap to use when smashed
  132. // Crush data entry #9
  133. 37RRWNG.DAT                 // Actor
  134. normal                      // Softness
  135. detach                      // Crush type
  136.     normal
  137.     normal
  138. box                            // shape
  139. 1                // number of smashable parts
  140. // smashable part #2
  141. 37rlit            // name of material
  142. 37backlit        // 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 (mZZZzax)
  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. 37litebk    // pixelmap to use when smashed
  176. // Crush data entry #10
  177. 37FORD.ACT                  // Actor
  178. normal                      // Softness
  179. boring                      // Crush type
  180. 2                           // Number of 'Smash data' entries.
  181. 37SCRN.MAT    // name of material
  182. 37SCRN    // pixelmap to use when intact
  183. 2                // Number of levels
  184. 0.0005            // trigger threshold (default if zero)
  185. 1                // flags
  186.  
  187.     // Connotations:
  188.     
  189.     1                // number of possible sounds
  190.     4530            // sound ID
  191.  
  192.     0                // Shrapnel count
  193.     
  194.     0                                        // Explosion size
  195.     none                                    // Slick material
  196.     0                // Number of non-cars activated
  197.     0                // Radius of side-effect smashes
  198.     0                // Extensions flags
  199.     0                // Room turn on code
  200.     none            // Award code
  201.     0                // No run-time variable changes
  202.  
  203. 1                // Number of pixelmaps
  204. 37SCRN2    // pixelmap to use when smashed level 1
  205. 0.002            // trigger threshold (default if zero)
  206. 0                // flags
  207.  
  208.     // Connotations:
  209.     
  210.     1                // number of possible sounds
  211.     4500            // sound ID
  212.  
  213.     1                // Shrapnel count
  214.     shards            // Shrapnel type
  215.     0,0                // Min,max speed towards car
  216.     1.0                // Impactee velocity factor
  217.     10.0            // Random velocity (max)
  218.     2.0                // Random up velocity (max)
  219.     0                // Random normal velocity (max)
  220.     100.0            // Random spin rate (max)
  221.     0.75,1.25        // Min time, Max time
  222.     0.005            // Min cut length
  223.     0                // flags
  224.     3\75RN4        // name of shrapnel material
  225.     
  226.     0                                        // Explosion size
  227.     none                                    // Slick material
  228.     0                // Number of non-cars activated
  229.     0                // Radius of side-effect smashes
  230.     0                // Extensions flags
  231.     0                // Room turn on code
  232.     none            // Award code
  233.     0                // No run-time variable changes
  234.  
  235. 1                // Number of pixelmaps
  236. 37SCRN3            // pixelmap to use when smashed level 2
  237.  
  238. 37bkwin            // name of material
  239. 37BKWIN            // pixelmap to use when intact
  240. 2                // Number of levels
  241. 0.0005            // trigger threshold (default if zero)
  242. 1                // flags
  243.  
  244.     // Connotations:
  245.     
  246.     1                // number of possible sounds
  247.     4530            // sound ID
  248.  
  249.     0                // Shrapnel count
  250.     
  251.     0                                        // Explosion size
  252.     none                                    // Slick material
  253.     0                // Number of non-cars activated
  254.     0                // Radius of side-effect smashes
  255.     0                // Extensions flags
  256.     0                // Room turn on code
  257.     none            // Award code
  258.     0                // No run-time variable changes
  259.  
  260. 1                // Number of pixelmaps
  261. 37BKWIN2        // pixelmap to use when smashed level 1
  262. 0.002            // trigger threshold (default if zero)
  263. 0                // flags
  264.  
  265.     // Connotations:
  266.     
  267.     1                // number of possible sounds
  268.     4500            // sound ID
  269.  
  270.     1                // Shrapnel count
  271.     shards            // Shrapnel type
  272.     0,0                // Min,max speed towards car
  273.     1.0                // Impactee velocity factor
  274.     10.0            // Random velocity (max)
  275.     2.0                // Random up velocity (max)
  276.     0                // Random normal velocity (max)
  277.     100.0            // Random spin rate (max)
  278.     0.75,1.25        // Min time, Max time
  279.     0.005            // Min cut length
  280.     0                // flags
  281.     37BKWIN4.MAT        // name of shrapnel material
  282.     
  283.     0                                        // Explosion size
  284.     none                                    // Slick material
  285.     0                // Number of non-cars activated
  286.     0                // Radius of side-effect smashes
  287.     0                // Extensions flags
  288.     0                // Room turn on code
  289.     none            // Award code
  290.     0                // No run-time variable changes
  291.  
  292. 1                // Number of pixelmaps
  293. 37BKWIN3        // pixelmap to use when smashed level 2
  294. 1                // Number of pixelmaps
  295. 37SCRN2    // pixelmap to use when smashed level 1
  296. 0.002            // trigger threshold (default if zero)
  297. 0                // flags
  298.  
  299.     // Connotations:
  300.     
  301.     1                // number of possible sounds
  302.     4500            // sound ID
  303.  
  304.     1                // Shrapnel count
  305.     shards            // Shrapnel type
  306.     0,0                // Min,max speed towards car
  307.     1.0                // Impactee velocity factor
  308.     10.0            // Random velocity (max)
  309.     2.0                // Random up velocity (max)
  310.     0                // Random normal velocity (max)
  311.     100.0            // Random spin rate (max)
  312.     0.75,1.25        // Min time, Max time
  313.     0.005            // Min cut length
  314.     0                // flags
  315.     3\75RN4        // name of shrapnel material
  316.     
  317.     0                                        // Explosion size
  318.     none                                    // Slick material
  319.     0                // Number of non-cars activated
  320.     0                // Radius of side-effect smashes
  321.     0                // Extensions flags
  322.     0                // Room turn on code
  323.     none            // Award code
  324.     0                // No run-time variable changes
  325.  
  326. 1                // Number of pixelmaps
  327. 37SCRN3    // pixelmap to use when smashed level 2
  328.  
  329.