// EDITOR INFO
DisplayName	= "rail transparent 50cm"
EditorNode	= "trackpart/rail/"

// SIM INFO
SplinePNJ	= "way_rail_50.ldo"		// optional : pathfinder used if none

// PHYSIC INFO
CollisionFile	= "coll_rail_50.ldo"		// optional : MeshFilename used if none
Roughness 	= 0.1				// optional : default value 1
CollisionPrimitiveType	= "box"			// optional : "none"(default), "sphere", "box", "plane", "capsule"...
PrimitiveRelPosition = 10,0,0			// optional : 0,0,0 by default
PrimitiveLengths = 5,2,2			// optional depending on primitive: 0,0,0 by default
PrimitiveRadius	 = 10				// optional depending on primitive: 0 by default	

// GEOMETRY INFO
Filename	= "rail_50_trans.ldo"		// optional : no display if none
MayHaveTransparency = 1				// optional : default 0 (none)
Animate         = 1				// optional : default is 0 (none)
ShadowStyle     = 0				// optional : 0:none(default), 1:from dynamic only, 2:always
DontCastShadowOnLightMap = 0			// optional : 0:false(default), 1:true
CollisionType   = "solid"				// optional : :"none","immaterial", "solid"(default)

LODDist1	= 50				// optional : no LOD otherwise
LODMesh1	= "rail_50_trans_LOD1.ini"	// only if LODDist1 is defined
LODDist2	= 100				// optional : no 2nd LOD otherwise
LODMesh2	= "rail_50_trans_LOD2.ini"	// only if LODDist2 is defined

// SOUND INFO
Sound           = "FanBlades3.wav"		// optional : none by default
SoundPosition   = 15,30,0			// optional : 0,0,0 by default

// SIM CATEGORY SPECIFIC
ObjectType	= "trackpart"			// optional : basic object if none
AlternativeMesh = "explode.ini"			// optional : empty bonus launcher, breakable

ReceiveFX	= 0				// optional for default objects : 0:false, 1:true(default)
Invert		= 1				// optional for "trackpart" : 0 by default
ValidationCenter	= 10,0,0		// for "pickupbonus"
ValidationRadius	= 5			// for "pickupbonus"
ValidationBoxDownPoint  = -15,0,25		// for "checkpoint", "finish", "start"
ValidationBoxUpPoint    =  15,35,26		// for "checkpoint", "finish", "start"
SpecialBoxDownPoint  	= -15,0,25		// for "looping", "forceemitter"
SpecialBoxUpPoint    	=  15,35,26		// for "looping", "forceemitter"
DetectionBoxDownPoint  	= -15,0,25		// for "scriptedCamera". In world frame
DetectionBoxUpPoint    	=  15,35,26		// for "scriptedCamera". In world frame
ScriptType		= 1			// optional for "scripted camera" : 0 = NONE 1 = INOUT(default), 2 = JUMP
LoopForceFactor	= 5.5				// optional for "looping"
ForceDirection	= 0,0,1				// for "forceemitter"
ForcePower	= 200				// optional for "forceemitter" : 100 by default
Radius		= 30				// for "replaycamera", "light"
AimPoint	= 10,0,0			// optional for "replaycamera" : 0,0,0 by default
strength	= 2				// optional for "replaycamera" : 0.5 by default
Distancemin	= 20				// optional for "replaycamera" : 20 by default
LightingMethod	= 3				// for "light" : 0 = STATIC, 1 = DYNAMIC, 2 = PROJECTIVE, 3 = LIGHTMAP
LightShape	= 2				// for "light" : 0 = DIRECTIONAL, 1 = AMBIENT, 2 = POINT,3 = SPOT, 4 = SPOTSOFT
ConeAngle	= 0.0				// for "light" : in radian
RGBColor	= 200,50,50			// for "light"
PrimitiveType	= "sphere"			// for "primitive" : "sphere" or "box"
Owner		= "Team4"				// optional for "primitive", "goal", "candy", "hole" : "Team1" to "Team8" = Team1 to Team8, "None" = no team/neutral, "max"(default) = undefined
Mass		= 10				// optional for "primitive" : 10 by default
Bounce		= 0.1				// optional for "primitive" : 0 by default
Friction	= 1				// optional for "primitive" : 1 by default
AirFriction	= 0				// optional for "primitive" : 0 by default
ReplayObject	= 0				// optional for "primitive" : 0 by default
Filename1 (to Filename8) = "boule_jaune.ldo"	// optional for "ball" and "candy" : meshfilenames for each player
1PGameOwner (to 8PGameOwner) = "Team3"		// optional for "ball" : Initial owner depending on player number. see Owner
Amount		= 5				// optional for "pickupbonus" : 0(default) means random amount
BonusType	= 0				// optional for "pickupbonus" : 0 = ROCKET, 1 = OIL ...   Default value = RANDOM
ReloadTime	= 3				// for "pickupbonus"
