# Note: Please do not edit these values since doing that will break your
#       old tracks and their records since hash values change. If you need
#       to make your own terrains for your own track, create a new ter file
#       which you include in your own tiles file. Put those files in the
#       same directory as the trk files.

# Other things should be quite self-explanatory but sub terrains can 
# seem a bit tricky. Each terrain actually consists of a terrain definition
# for n different levels (6 is the default number in normal tracks).
# Normal non-wall terrain defines that level 0 contains the given terrain
# and levels 1-5 are empty. Normal wall terrains define that 0-1 contain
# the wall and 2-5 are empty. This is how things work if there is no
# elevation anywhere. The following command can be used to make more
# complex terrains:
#
# SubTerrain <terrain> <sub id> <start level> <level number>
#
# It defines that terrain <terrain> contains a sub terrain <sub id>
# starting from level <start level> being <level number> levels
# in height. 
#
# If there are two driveable terrains on top of each other, it means
# that that terrain is an elevation. Cars go between the levels in
# those terrains.
#
# Here are some examples:
#
# See Tree3 to see how to make obstacles with more height.
# See Elevation1 to see how jump platform and starting of a bridge is done.
# See ElevationJumpEdge for the edge of an elevated jump.
# See Elevation2 to see how to make another half of a bridge elevation.
# See BridgeLevel to see how to make bridge level.
#

Terrain 	Null        
  id		0
  isWall	0
  viscosity	1.0
  acceleration	1.0
  braking	1.0
  grip		1.0
  steering	1.0
  red		0
  green		0
  blue		0
End

Terrain 	Grass
  id		1
  isWall	0
  viscosity	2.0
  acceleration	0.5
  braking	0.5
  grip		0.5
  steering	0.5
  red		55
  green		85
  blue		30
End

Terrain 	Tarmac
  id		2
  isWall	0
  viscosity	1.0
  acceleration	1.0
  braking	1.0
  grip		1.0
  steering	1.0
  skidMark 	1
  tyreMark      0
  red		110
  green		110
  blue		110
End

Terrain 	Sand
  id		3
  isWall	0
  viscosity	1.4
  acceleration	0.7
  braking	0.5
  grip		0.5
  steering	0.8
  red		170
  green		130
  blue		80

#  red		200
#  green	170
#  blue		130
End

Terrain 	Ice
  id		4
  isWall	0
  viscosity	0.5
  acceleration	0.5
  braking	0.1
  grip		0.1
  steering	1.5
  skidMark 	0
  tyreMark      0
  red		190
  green		200
  blue		230
End

Terrain 	Snow 
  id		5
  isWall	0
  viscosity	1.8
  acceleration	0.7
  braking	0.5
  grip		0.5
  steering	1.0
  red		250
  green		250
  blue		250
End

Terrain 	Water
  id		6
  isWall	0
  viscosity	3.0
  acceleration	0.5
  braking	0.5
  grip		0.5
  steering	0.5
  skidMark 	0
  tyreMark      0
  red           120
  green         120
  blue          200
End

Terrain 	Wet Tarmac #TODO
  id		7
  isWall	0
  viscosity	0.8
  acceleration	0.8
  braking	0.7
  grip		0.7
  steering	1.0
  skidMark 	1
  tyreMark      0
  red 		30
  green		30
  blue		30	
End

Terrain 	Cement #TODO
  id		8
  isWall	0
  viscosity	0.8
  acceleration	0.8
  braking	0.7
  grip		0.7
  steering	1.0
  skidMark 	1
  tyreMark      0
End

Terrain 	Gravel #TODO
  id		9
  isWall	0
  viscosity	1.0
  acceleration	0.5
  braking	0.5
  grip		0.5
  steering	0.8
  skidMark 	0
  tyreMark      1
End

Terrain 	Mud   #TODO
  id		10
  isWall	0
  viscosity	1.2
  acceleration	0.4
  braking	0.5
  grip		0.5
  steering	1.0
  skidMark 	0
  tyreMark      1
End

Terrain 	Plastic #TODO
  id		11
  isWall	0
  viscosity	0.8
  acceleration	1.0
  braking	0.7
  grip		0.7
  steering	1.0
  skidMark 	1
  tyreMark      0
End

Terrain 	Rubber
  id		12
  isWall	0
  viscosity	1.0
  acceleration	1.2
  braking	1.2
  grip		1.5
  steering	1.5
  skidMark 	1
  tyreMark      0
End

Terrain 	Super terrain
  id		13
  isWall	0
  viscosity	1.0
  acceleration	1.8
  braking	1.8
  grip		1.8
  steering	1.8
  skidMark 	1
  tyreMark      0
End

Terrain 	Oil
  id		14
  isWall	0
  viscosity	0.5
  acceleration	0.5
  braking	0.1
  grip		0.1
  steering	2.5
  skidMark 	0
  tyreMark      0
End


Terrain 	Track edge
  id		15
  isWall	0
  viscosity	0.8
  acceleration	0.8
  braking	1.0
  grip		1.0
  steering	1.2
  skidMark 	1
  tyreMark      0
End

Terrain 	Rocky
  id		48
  isWall	0
  viscosity	1.2
  acceleration	0.8
  braking	0.5
  grip		0.5
  steering	0.8
  red		180
  green		170
  blue		160
End

Terrain 	Sand2
  id		49
  isWall	0
  viscosity	2.0
  acceleration	0.5
  braking	0.7
  grip		0.7
  steering	0.5
  red		200
  green		170
  blue		130
End

Terrain		Dirt
  id		50
  isWall	0
  viscosity	1.2
  acceleration	0.7
  braking	0.3
  grip		0.3
  steering	1.2
  red		90
  green		90
  blue		80
End

#########################
# Basic walls
#########################

Terrain 	Stopping Wall
  id		16
  isWall	1
  bounciness	0.1
  red           50
  green         100
  blue          100
End

Terrain 	Very Damping Wall
  id		59
  isWall	1
  bounciness	0.3
  red           50
  green         125
  blue          125
End

Terrain 	Damping Wall
  id		17
  isWall	1
  bounciness	0.5
  red           50
  green         125
  blue          125
End

Terrain 	Normal wall
  id		18
  isWall	1
  bounciness	0.7
  red           50
  green         150
  blue          150
End

Terrain 	Quite bouncy wall
  id		19
  isWall	1
  bounciness	0.8
  red           50
  green         200
  blue          200
End

Terrain 	Super-Bouncy wall
  id		20
  isWall	1
  bounciness	1
  red           50
  green         225
  blue          225
End

Terrain 	Ultra-hyper-bouncy wall
  id		21
  isWall	1
  bounciness	1.5
  red           50
  green         250
  blue          250
End

#########################
# New Walls
#########################

Terrain		Tree2
  id		60
  red           40
  green         180
  blue          90
End
SubTerrain	60 17 0 2

Terrain		Tree3
  id		61
  red           40
  green         180
  blue          90
End
SubTerrain	61 17 0 3

Terrain		Tree4
  id		62
  red           40
  green         180
  blue          90
End
SubTerrain	62 17 0 4

Terrain		House2
  id		63
  red           220
  green         140
  blue          0
End
SubTerrain	63 17 0 2

Terrain		House4
  id		64
  red           220
  green         140
  blue          0
End
SubTerrain	64 17 0 4

Terrain		House6
  id		65
  red           220
  green         140
  blue          0
End
SubTerrain	65 17 0 6

Terrain		Haystack
  id		66
  red           230
  green         218
  blue          30
End
SubTerrain	66 59 0 1

Terrain		Rock2
  id		67
  red           175
  green         175
  blue          175
End
SubTerrain	67 17 0 2

Terrain		Rock3
  id		68
  red           175
  green         175
  blue          175
End
SubTerrain	68 17 0 3

Terrain		Rock4
  id		69
  red           175
  green         175
  blue          175
End
SubTerrain	69 17 0 4

Terrain		Tire
  id		70
  red           120
  green         120
  blue          120
End
SubTerrain	70 18 0 1

Terrain		Red
  id		71
  red           120
  green         120
  blue          120
End
SubTerrain	71 17 0 1

Terrain		GuardRail
  id		72
  red           180
  green         180
  blue          180
End
SubTerrain	72 17 0 1




#########################
# Jump and bridge related
#########################

Terrain		Jump
  id		22
  isWall	0
  viscosity	1.0
  acceleration	1.0
  braking	1.0
  grip		1.0
  steering	1.0
  skidMark 	1
  tyreMark      0
  jump		0.5
  red		150
  green		150
  blue		110
End

Terrain		Slower
  id		23
  isWall	0
  viscosity	1.0
  acceleration	1.0
  braking	1.0
  grip		1.0
  steering	1.0
  skidMark 	1
  tyreMark      0
  slowing	0.3
  red		90
  green		100
  blue		90
End

Terrain		Bump
  id		24
  isWall	0
  viscosity	1.0
  acceleration	1.0
  braking	1.0
  grip		1.0
  steering	1.0
  skidMark 	1
  tyreMark      0
  jump		0.3
  slowing	0.2
  red		120
  green		120
  blue		90
End

# Elevation part for a bridge or a jump (two tarmacs)
Terrain 	Elevation1
  id		25
  red		140
  green		140
  blue		140
End
SubTerrain 25 2 0 2

# Jump on elevation (top of a jump platform), wall for level 0
Terrain 	ElevatedJump
  id		26
  red		140
  green		140
  blue		140
End
SubTerrain 26 17 0 1
SubTerrain 26 22 1 1

# Edge for elevation, wall for level 0 and tarmac for level 1
Terrain		Elevation1Edge
  id		27
  red		140
  green		140
  blue		140
End
SubTerrain 27 17 0 1
SubTerrain 27 2 1 1

# Damping wall and tarmac
Terrain		ElevationJumpEdge
  id		29
  red		140
  green		140
  blue		140
End
SubTerrain 29 17 0 1
SubTerrain 29 2 1 1

# Elevation for the second half of the bridge elevation
# Level 0: damping wall, level 1-2 tarmac
Terrain 	Elevation2
  id		30
  red		140
  green		140
  blue		140
End
SubTerrain 30 17 0 1
SubTerrain 30 2 1 2

# Bridge platform, tarmac for level 0 and level 2
Terrain		BridgeLevel
  id		31
  red		160
  green		160
  blue		160
End
SubTerrain	31 2 0 1
SubTerrain	31 2 2 1

# Bridge edge, tarmac on level 0, wall on level 2
Terrain 	BridgeEdge
  id		32
  red           180
  green         180
  blue          180
End
SubTerrain	32 2 0 1
SubTerrain	32 17 2 1

# Edge for elevation2 (3 x wall) 
Terrain		Elevation2Edge
  id		33
  red           180
  green         180
  blue          180
End
SubTerrain	33 17 0 3

# Edge for start of elevation (2 x wall) 
Terrain		Elevation2EdgeStart
  id		34
  red           180
  green         180
  blue          180
End
SubTerrain	34 17 0 2
