Now I am working on figuring out individual track.txt files.
I beleive I have the following figured out but please correct me if
I'm wrong, and/or fill in info on other #'s.
Ones not sure of/need info on end with question mark.
TNAME: Track name (directory)?
PIT: #s are for graphic coordinates of where pits are located ?
SPDWY: 1st # is restrictor plate, 0=off 1=on, 2nd & 3rd are lowest
and highest lap # ai cars will pit between.?
LENGT: track length. ie: 2000 = 2.000 miles.
LAPS: # of laps 100% length race, Don't know why 2 #'s?
FNAME: Full name of track.
CITYN: Name of city track is in.
COUNT: Country track is in.
PACEA: Possibly graphic location of pace car at rest?
QUAL: I think 1st # is total laps run?
2nd is how many laps score for qualifying?
BLIMP: Graphic position of blimp camera?
GFLAG: Graphic location of green flag?
TTYPE: Track composition, asphalt or concrete?
CARS: Max # of opponents, why 2 #'s?
TEMP: 2 #'s ?
TEMP2: 2 #'s ?
WIND: 5 #'s ?
WIND2: 5 #'s ?
RAIN: 2 #'s ? What rain?????
Rain conditions would be cool but have never seen
and where are rain tires if can use????
BLAP: Best time in seconds, ie: 39437 = 39.437 ?
TIRES: 7 #'s ?
TIRES2: 7 #'s ?
SCTNS: 3 #'s ?
Any help with these appreciated. Not looking to reverse engineer game
or anything, just wonder what all these mean so can play with ones
that effect gameplay, ai behaviour, track conditions, weather
conditions etc.
Thanks in advance.
Ron R II
***********************************************
** Keep the shiny side up & the hammer down **
*** Ron "Cougar" Riekens II ***
**** Owner - Driver ****
**** Medallion Motorsports/*** Photography ****
*** NAS ARCA Series #96 Pontiac ***
***********************************************