::CHARACTERS (in 3dsmax Units) 34:1 (units:ft) bounding box height 221 (6.5ft equivilent) widths head 22.5 armspam 227 chest 48 hips 51 thighs 51 feet 42 All model 'parts' are named to match the titles in the .psh files (ie hawk_head, hawk_board). ::LEVELS ::Warehouse level measurements (in ft) Length 377.5 Width 240 Height 80 (top of level to bottom of HP) 144.5 (top of level to bottom of geometry) ::User defined Object Variables Type=TrickOb Type=TrickOb_Manual Type=Crate Terrain1=Chainlink Terrain1=MetalPole Terrain1=Wood Object=* ManualLink=SkWare_RailPost01 ManualLink0=SkWare_RailPost02 ManualLink1=SkWare_RailPost03 ManualLink2=SkWare_RailPost04 ManualLink3=SkWare_RailPost05 ManualLink4=SkWare_RailPost06 ManualLink5=SkWare_RailPost07 Shatter=0 Shatter=1 HitPoints=0 Push1=120 Push1=12 Push2=8 LOD_Name=SkWare_Wood13_LOD LOD_Dist=2000 Psylinder=1 ::Notes Dynamic Lighting: Levels require geometry dummy for the engine's dynamic lighting named LightbeamXX (where XX is a number from 1 - 99) Glass: Glass is defined as: Type=Crate Object=* Shatter=1 HitPoints=0 Water: The water itself is transparent, not reflective. To get the effect of reflection in the thps engine you must recreate the area around the water (the objects you want to reflect in the water) underneath the area of water (naming each object XXXX_Reflection is an easy way to keep track) Variable Definitions: The PushX=XXX value is the intensity which the skater relects from the object when hitting it (ie object resistance), resulting in the skater being thrown back/knocked over or losing speed. The Psylinder=X variable i will assume stands for 'Physical Cylinder' probably wrong on that. But it is just a rectangle that is given this value then completed by the engine. It is used for the uprights of the 'big rail' in the warehouse.