VERSION 2
// Generated by CarEd v.1.13 beta

67SHELBYGT500.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

6750,6750,6750                        // 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            
  2                 // Systems count
  engine,1.0        // Damage               
  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            
  1                 // Systems count
  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                

67SHELBYGT500.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                        
                                                                                        
-1,-1,2,1           // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS    
10,9,-1,-1          // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS
                                                                                        
0.15                // Driven wheels diameter                                           
0.15                // Non-driven wheels diameter                                       

START OF FUNK


// This is just a placeholder, replace the "67500wheels" texture names
// below when you have defined brake lights.
// Look at some sample cars to get an idea of what to use here.
67500RLlight
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
B
2
67500RLlight
67500RLlightO

NEXT FUNK

67500RRlight
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
B
2
67500RRlight
67500RRlightO

NEXT FUNK
67500Rvlights
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
V
2
67500Rvlights
67500RvlightsO


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
0.750000
1.5000000  // Brake multiplier.           
1.5000000  // Braking strength multiplier.
5        // Number of gears.            
140.0000  // 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.
8.00000  // Acceleration in highest gear (m/s^2) i.e. engine strength.                                                                     

// Sub member: Root part
normal                      // Type
none                        // Identifier
67SHELBYGT500.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.                    
0.000000,0.030000,0.020000
// 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.
1.6
0.320000,0.270000,0.800000  // Angular momentum proportions     
60.000000                   // Downforce-to-weight balance speed
4                           // Number of 'Wheels' entries.      
// Wheels entry #1                                              
0                           // Type                             
Left front                  // Identifier                       
FLWHEEL.ACT                 // Actor                            
-0.145,0.0636,-0.297            // 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.                       
0.005000
0.400000                    // Damping factor                                                                                               
1.300000                    // 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.                                   
85.00000,85.700000
2.000000                    // Traction fractional multiplier
0.0150000                    // Rolling resistance            
// Wheels entry #2                                           
1                           // Type                          
Right front                 // Identifier                    
FRWHEEL.ACT                 // Actor                         
0.145,0.0636,-0.297             // Position                      
1                           // Steerable flags               
0                           // Driven flags                  
0.005000                    // Suspension give               
0.400000                    // Damping factor                
1.300000                    // Fractional reduction in friction when slipping
85.00000,85.700000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.0150000                    // Rolling resistance            
// Wheels entry #3                                           
1                           // Type                          
Left rear                   // Identifier                    
RLWHEEL.ACT                 // Actor                         
-0.145,0.0636,0.2324             // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.005000                    // Suspension give               
0.400000                    // Damping factor                
1.300000                    // Fractional reduction in friction when slipping
84.500000,85.500000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.0150000                    // Rolling resistance            
// Wheels entry #4                                           
1                           // Type                          
Right rear                  // Identifier                    
RRWHEEL.ACT                 // Actor                         
0.145,0.0636,0.2324             // Position                      
0                           // Steerable flags               
0                           // Driven flags                  
0.005000                    // Suspension give               
0.400000                    // Damping factor                
1.300000                    // Fractional reduction in friction when slipping
84.500000,85.500000         // Friction angles               
2.000000                    // Traction fractional multiplier
0.0150000                    // Rolling resistance            

1                           // Number of 'Bounding shapes' entries.

// Bounding shape: This shape definition is used for all collisions in the game.                       
// It is important to get this shape to fit your car as                                
// close as possible. It will add a lot of realism to your car. If you are adding a lot
// of suspension, remember to raise this shape as needed.                              
polyhedron                  // Type
28
-0.170,0.0449,-0.338
-0.170,0.0873,-0.333
-0.170,0.0873,0.2533
-0.170,0.0410,0.2533
0.1700,0.0410,0.2533
0.1700,0.0449,-0.338
0.1700,0.0873,-0.333
0.1700,0.0873,0.2533
-0.139,0.0539,-0.443
-0.139,0.1543,-0.462
-0.139,0.1658,-0.443
-0.160,0.1800,0.4137
-0.160,0.1054,0.4188
-0.160,0.0655,0.3776
0.1603,0.1800,0.4137
0.1603,0.1054,0.4188
0.1603,0.0655,0.3776
0.1392,0.0539,-0.443
0.1392,0.1543,-0.462
0.1392,0.1658,-0.443
-0.138,0.1787,-0.124
-0.107,0.2469,-0.054
-0.107,0.2444,0.1254
-0.138,0.1942,0.3146
0.1077,0.2469,-0.054
0.1077,0.2444,0.1254
0.1381,0.1942,0.3146
0.1381,0.1787,-0.124


0                           // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
1                           // number of materials
188,188,188     // Light Grey


//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
-0.218,0.1362,0.3390           // bumper position 
-0.074,0.2108,0.0556       // cockpit position

CAMERA_TURN_OFF_MATERIALS
0                           // Count



// End of keyword stuff
END
