VERSION 2
// Generated by CarEd v.1.13 beta

FluxDecap.TXT        // Name of Car

0.35             // softness 0.7 is soft(sportscar), 0.2 is tough(truck), 0.0 is a rock(solig granite car) 

START OF DRIVABLE STUFF

-0.08,0.179,0   // Offset of driver's head in 3D space
80,-70          // Angles to turn to make head go left and right
0,0.175,0.2,30  // Offset of 'mirror camera' in 3D space, viewing angle of mirror
none,none,PRATBDRT.PIX,PRATBDHZ.PIX   // Pratcam border names (left, top, right, bottom)

END OF DRIVABLE STUFF

5300,5301,5302                        // Engine noise (normal, enclosed space, underwater)
stealworthy                           // Can be stolen
// Damage info for top impacts
1                   // Number of clauses               
  always            
  1                 // Systems count                   
  driver,1.5        // Damage                                  
// Damage info for bottom impacts  
5                   // Number of clauses               
  always            
  1                 // Systems count
  transmission,0.2  // Damage               
  z<0.25&x<0.25     // Condition           
  3                 // Systems count
  lf_wheel,0.5      // Damage              
  lf_brake,0.5      // Damage              
  steering,0.3      // Damage              
  z<0.25&x>0.75     // Condition           
  3                 // Systems count
  rf_wheel,0.5      // Damage              
  rf_brake,0.5      // Damage              
  steering,0.3      // Damage              
  z>0.75&x<0.25     // Condition           
  2                 // Systems count
  lr_wheel,0.5      // Damage              
  lr_brake,0.5      // Damage              
  z>0.75&x>0.75     // Condition           
  2                 // Systems count
  rr_wheel,0.5      // Damage              
  rr_brake,0.5      // Damage              
// Damage info for left impacts            
3                   // Number of cla
  z>0.25&z<0.75     
  1                 // Systems count
  driver,1.0        // Damage               
  z<0.25            // Condition            
  3                 // Systems count
  lf_wheel,0.5      // Damage                       
  lf_brake,0.5      // Damage                       
  steering,0.3      // Damage                       
  z>0.75            // Condition            
  2                 // Systems count
  lr_wheel,0.5      // Damage                       
  lr_brake,0.5      // Damage                       
// Damage info for right impacts
3                   // Number of clauses               
  z>0.25&z<0.75                         
  1                 // Systems count
  driver,1.0        // Damage               
  z<0.25            // Condition            
  3                 // Systems count
  rf_wheel,0.5      // Damage                       
  rf_brake,0.5      // Damage                       
  steering,0.3      // Damage                       
  z>0.75            // Condition            
  2                 // Systems count
  rr_wheel,0.5      // Damage                       
  rr_brake,0.5      // Damage                       
// Damage info for front impacts
3                   // Number of clauses               
  always            // Condition            
  1                 // Systems count
  transmission,0.3  // Damage                       
  x<0.25            // Condition            
  3                 // Systems count
  lf_wheel,0.5      // Damage                       
  lf_brake,0.5      // Damage                       
  steering,0.5      // Damage                       
  x>0.75            // Condition            
  3                 // Systems count
  rf_wheel,0.5      // Damage                       
  rf_brake,0.5      // Damage                       
  steering,0.5      // Damage                       
// Damage info for rear impacts
3                   // Number of clauses               
  always            // Condition            
  2                 // Systems count
engine,1.0        // Damage     
transmission,0.5  // Damage                       
  x<0.25            // Condition            
  2                 // Systems count
  lr_wheel,0.5      // Damage                       
  lr_brake,0.5      // Damage                       
  x>0.75            // Condition            
  2                 // Systems count
  rr_wheel,0.5      // Damage                       
  rr_brake,0.5      // Damage                       
                                                                  
GEAGLEF.PIX,GEAGLEF.PIX,GEAGLEA.PIX     // Grid image (opponent, frank, annie)

1                   // Number of extra levels of detail
8                   // min_dist_squared                

BUICKGNX.WAM                         // crush data file

CARWSCRN.PIX        // Name of reflective screen material (or none if non-reflective)
100                 // Percentage transparency of windscreen         

2                   // Number of steerable wheels                               
7                   // GroovyFunkRef of 1st steerable wheel                     
8                   // GroovyFunkRef of 2nd steerable wheel                     

4,-1,-1,-1          // Left-front suspension parts GroovyFunkRef                        
3,-1,-1,-1          // Right-front suspension parts GroovyFunkRef                       
6,-1                // Left-rear suspension parts GroovyFunkRef                         
5,-1                // Right-rear suspension parts GroovyFunkRef                        
                                                                                        
10,9,2,1           // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS    
-1,-1,-1,-1          // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS
                                                                                        
0.15                // Driven wheels diameter                                           
0.17                // Non-driven wheels diameter                                       

START OF FUNK


// This is just a placeholder, replace the "BGNRwheels" texture names
// below when you have defined brake lights.
// Look at some sample cars to get an idea of what to use here.
BGNRLlight
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
B
2
BGNRLlight
BGNRLlightO

NEXT FUNK

BGNRRlight
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
B
2
BGNRRlight
BGNRRlightO

END OF FUNK

START OF GROOVE

FRPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
3
0,1,0
rock
absolute
7
0,0,0
y
0

NEXT GROOVE

FLPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
4
0,1,0
rock
absolute
8
0,0,0
y
0

NEXT GROOVE

RRWHEEL.ACT
not a lollipop
constant
straight
absolute
0,0,0
5
0,1,0
spin
controlled
1
0,0,0
x

NEXT GROOVE

RLWHEEL.ACT
not a lollipop
constant
straight
absolute
0,0,0
6
0,1,0
spin
controlled
2
0,0,0
x

NEXT GROOVE

FRWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
9
0,0,0
x

NEXT GROOVE

FLWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
10
0,0,0
x

END OF GROOVE

// END OF CRUSH DATA

START OF MECHANICS STUFF version 1

// Minimum turning circle. How sharp of a turn you can make at low speed.
// 0.5 is average and 0.3 is super tight
0.820000
1.000000  // Brake multiplier.           
1.000000  // Braking strength multiplier.
4         // Number of gears.            
135.0000  // Speed at red line in highest gear.
// Acceleration: This value determines how fast your car will be. The average is about 5.0,
// setting it up to 7.0 or 8.0 is about the limit of being able to handle it.
4.30000  // Acceleration in highest gear (m/s^2) i.e. engine strength.                                                                     

// Sub member: Root part
normal                      // Type
none                        // Identifier
BUICKGNX.ACT                    // Actor
// Sub member: Joint data
none                        // Type                                                                                                         
// Centre of mass: The closer this value is to the center of your 4 wheels the better.    
// If it is too high you will flip over in a turn and if it is to far back
// or forward, you will easily lose control in a turn.                    
0.000000,0.040000,-0.040000
// Mass: The more mass you have the more damage you can inflict.           
// 1.5 - 2 is average, but 60-80 tons will let you smash through just
// about anything.
2.6
0.320000,0.270000,0.800000  // Angular momentum proportions     
50.000000                   // Downforce-to-weight balance speed
4                           // Number of 'Wheels' entries.      
// Wheels entry #1                                              
0                           // Type                             
Left front                  // Identifier                       
FLWHEEL.ACT                 // Actor                            
-0.129,0.0669,-0.280            // Position                         
1                           // Steerable flags                  
0                           // Driven flags                     
// Suspension give: Each of your wheels has this attribute. The average is about 0.01.      
// Stepping it up to 0.015 will give you a super plush ride, just make sure
// you car is far enough off the ground to allow it.                       
0.008000
0.800000                    // Damping factor                                                                                               
1.000000                    // Fractional reduction in friction when slipping                                                               
// Friction angles: Each of your wheels has this attribute. This value determines how much         
// traction your wheels have. The closer the number                               
// is to 90 the more traction you will get. 83 is average, but 89 is about as much
// as you can handle before you get a headache.                                   
85.500000,85.700000
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            
// Wheels entry #2                                           
1                           // Type                          
Right front                 // Identifier                    
FRWHEEL.ACT                 // Actor                         
0.129,0.0669,-0.280             // Position                      
1                           // Steerable flags               
0                           // Driven flags                  
0.008000                    // Suspension give               
0.800000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
85.500000,85.700000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            
// Wheels entry #3                                           
1                           // Type                          
Left rear                   // Identifier                    
RLWHEEL.ACT                 // Actor                         
-0.129,0.0802,0.2558             // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.01000                    // Suspension give               
1.00000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
85.400000,85.700000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            
// Wheels entry #4                                           
1                           // Type                          
Right rear                  // Identifier                    
RRWHEEL.ACT                 // Actor                         
0.129,0.0802,0.2558              // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.01000                    // Suspension give               
1.00000                    // Damping factor                
1.000000                    // Fractional reduction in friction when slipping
85.400000,85.700000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance            

4                           // Number of 'Bounding shapes' entries.
polyhedron                  // Type
24
-0.169,0.0255,-0.314
-0.169,0.1379,-0.319
-0.169,0.1423,0.3128
-0.169,0.0255,0.3114
0.1699,0.0255,0.3114
0.1699,0.0255,-0.314
0.1699,0.1379,-0.319
0.1699,0.1423,0.3128
-0.159,0.0242,-0.483
-0.159,0.1246,-0.450
-0.159,0.2828,0.4384
-0.159,0.1232,0.4494
0.1598,0.1232,0.4494
0.1598,0.2828,0.4384
0.1598,0.0242,-0.483
0.1598,0.1246,-0.450
-0.143,0.1769,-0.153
-0.113,0.2580,-0.074
-0.113,0.2855,0.1873
-0.143,0.2071,0.2505
0.1136,0.2580,-0.074
0.1136,0.2855,0.1873
0.1439,0.2071,0.2505
0.1439,0.1769,-0.153
polyhedron
8
-0.010,0.2498,0.3458
-0.010,0.3309,0.3527
-0.010,0.3267,0.3893
-0.010,0.2470,0.3852
0.0109,0.3309,0.3527
0.0109,0.3267,0.3893
0.0109,0.2498,0.3458
0.0109,0.2470,0.3852
polyhedron
8
-0.077,0.0807,-0.510
-0.077,0.1144,-0.502
-0.085,0.1272,-0.418
-0.085,0.0695,-0.419
-0.058,0.0695,-0.419
-0.058,0.1272,-0.418
-0.066,0.0807,-0.510
-0.066,0.1144,-0.502
polyhedron
8
0.077,0.0807,-0.510
0.077,0.1144,-0.502
0.085,0.1272,-0.418
0.085,0.0695,-0.419
0.058,0.0695,-0.419
0.058,0.1272,-0.418
0.066,0.0807,-0.510
0.066,0.1144,-0.502



0                           // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
2                           // number of materials
116,57,0 //rust
228,190,152     // paint    


//damage vertices fire points
1                       // engine point
1                       // transmission
1                       // driver      
5                       // steering    
1                       // lf brake    
1                       // rf brake    
1                       // lr brake    
1                       // rr brake    
1                       // lf wheel    
4                       // rf wheel    
6                       // lr wheel    
1                       // rr wheel    


// start of keyword stuff              
CAMERA_POSITIONS
-0.131,0.2964,0.5470           // bumper position 
0.0,0.2209,0.0280       // cockpit position

CAMERA_TURN_OFF_MATERIALS
0                           // Count



// End of keyword stuff
END
