========================================== Snuffy's INI Example File ========================================== The GBC course designer will allow you to add the following to your course with the course.ini file: Up to 100 Custom Objects each with up to 4 MIP's Up to 15 Custom Textures There are 17 mentioned in the designer but 2 textures are not used in the *.ini file. Those are texture #5 (water), in GBC do to complex reflections in JN6. To change the water color enter your own RGB base color in the Edit Textures Dialog Box. And texture #16 which is the purple color used in the designer as terrain. Up to 6 Custom Skies each requires 3 resolutions Up to 6 Custom Horizons each requires 7 panes in 3 resolutions, a total of 21 files Up to 6 Custom Sounds Which can be set to play either continuous or transient. ------------------------------------------------- Study the Snuffy.INI example file below. I Hope this little tutorial helps you manage your course files, and if you have any Problems or Questions, feel free to E-mail me at webmaster@goldenbearsden.com Note: lines of comments or information only are commented out with this " ; " and are not read as part of the *.ini file. Be sure to comment out or deleate any uncommented lines before you use the example below in your course file, unless you are using the item in your course. ; ;----- SNUFFY's.INI EXAMPLE STARTS HERE ----- ; ;This file defines Objects supplied by the user ; ;FORMAT: ;FILENAME=X-Width,Y-height,type,split ; ;FILENAME must be a 8 bit PCX. There may be up to 4 Mip-Maps, ;the image being named ????1.EXT ;(only this one need be entered in this *ini file) and each mip-map named ; ????2.EXT, etc. ; ;X-Height & Y-Width are the height and width in meters of the default size ; ;OBJ011.PCX=17,9.1556 ; ;For the above object: ;FILENAME = OBJ011.PCX ;HEIGHT OF OBJECT = 17 meters ;WIDTH OF OBJECT = 9.1556 meters ;a third number says the type. 1=tree,2=bush,3=other ;this will just affect shadows and physics. ;a fourth number is for trees only. ;It is how many pixels up the trunk physics should go. ;This is called a split, and it defaults to 1/3 of the object. ; ;MAX # of Custom Objects: 100 (each with up to 4 MIP's) ; [OBJECTS] cartblue1.pcx=1,1,3 lightpost1.pcx=12,4,3 ; ;MAX # of Custom Textures: 15 ;There is no water texture #5 in GBC do to complex reflections in JN6. ;To change the water color enter your own RGB base color in the ;Edit Textures Dialog. ; [TEXTURES] heavyrough.pcx=0 sandyrough.pcx=1 desertrough.pcx=2 lightrough.pcx=3 hazard.pcx=4 ;Water (Not Used in JN6) fairway.pcx=6 fringe.pcx=7 tee.pcx=8 green.pcx=9 dirt.pcx=10 bunker.pcx=11 lightrough.pcx=12 lava.pcx=13 cartpath.pcx=14 outofbounds.pcx=15 ; ;MAX # of Custom Skies: 6 ;(each requires 3 resolutions) ; [SKIES] NightSky11.pcx=NightSky ;MAX # of Custom Horizons: 6 ;(each requires 7 panes in 3 resolutions, a total of 21 *.pcx files) ; [HORIZONS] City11.pcx=City ; ;MAX # of Custom Sounds: 6 ;1=continuous,2=transient ; [SOUNDS] owls.wav=2 crickets.wav=1 peepers.wav=1 ; ;----- SNUFFY's.INI EXAMPLE STOPS HERE -----