This is a sub-page of Tony Hawk's Underground (PlayStation 2, Xbox, GameCube, Windows).
Tony Hawk's Underground has an extensive Level folder, especially with the PlayStation 2 version. Containing old favorites, peculiar places and the unknown.
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Classic Levels#
Included in the game's data are three additional "Old Skool" bonus levels. These levels can be skated with vert and rail nodes and even contain gaps, but are visibly unfinished. One oddity shared between these unused levels is that they recycle the skybox used in the San Francisco Level from Tony Hawk's Pro Skater 4. Fully completed ports of the three levels were eventually included in the sequel as part of Classic Mode.
School#
The second level of the original Tony Hawk's Pro Skater. The wall across the starting area beside the gym inexplicably features a pinup of an unknown woman wearing a saucy black dress. The Dead End Road logo is used as a placeholder texture in some spots, and some rails appear to be untextured and use simple shading. The gym lacks the big metal gate that opens when the skater passes. The big TV screen by the pool is also missing, with an image of graffiti wall art in its place. Besides these discrepancies, School 1 is otherwise completely intact.
Downhill Jam#
Tony Hawk's Pro Skater's sixth level. Compared to its future use in THUG2 this version of Downhill Jam is much closer to its original incarnation. Textures are reused from THPS2x, though at a lower resolution. Like THUG2 the finish line is scripted to warp the player back to the start of the level, displaying the rather profane message 'REWIND BITCH!'
Philadelphia#
The seventh level from Tony Hawk's Pro Skater 2. The most incomplete of the three, textures that are meant to use an alpha channel lack transparency, and there is aggressive z-fighting on several surfaces. FDR Skatepark is inaccessible through normal means. The level omits the script with the telephone post, and the player cannot even look past the fence due to a large collider plane that is erroneously marked as visible.
Test Levels#
SP#
A simple level with no known purpose. Made up of just a few planes with road textures and a large bounding box out of reach.
CarTest#
Remnants of a level with the name CarTest can be found the Levels folder of the PS2 version. Clearly made to test out waypoint navigation for vehicles. The level cannot be loaded in-game due to missing necessary files, all that exists of it is the geometry file, the NodeArray file and the script file.
CarTest.qb
NodeArray =
[
{
Pos = VECTOR(-1431.11706542969, 0.01374000032, -1498.68237304688)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_CarNode01
Class = Waypoint
CreatedAtStart
SpawnObjScript = Car_Accel01
Links = [ 6 ]
}
{
Pos = VECTOR(-1351.12512207031, 0.01374000032, -746.70343017578)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_Car_Day_Ground_01
Class = Vehicle
Type = Test
CreatedAtStart
AbsentInNetGames
AllowReplaceTex
model = "veh\\veh_test\\veh_test.mdl"
skeletonName = car
SuspendDistance = 10000
lod_dist1 = 800
lod_dist2 = 1000
TriggerScript = TRG_NY_Car_Day_Ground_01Script
Links = [ 6 ]
}
{
Pos = VECTOR(-1431.11706542969, 0.00690799998, 1495.26757812500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_CarNode03
Class = Waypoint
CreatedAtStart
SpawnObjScript = Car_Accel01
Links = [ 7 ]
}
{
Pos = VECTOR(1562.98376464844, 0.00795399956, 1495.26757812500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_CarNode04
Class = Waypoint
CreatedAtStart
SpawnObjScript = Car_Accel01
Links = [ 8 ]
}
{
Pos = VECTOR(1562.98376464844, 0.01374000032, -1498.68237304688)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_CarNode05
Class = Waypoint
CreatedAtStart
SpawnObjScript = Car_Accel01
Links = [ 9 ]
}
{
Pos = VECTOR(-1431.19396972656, 3.51107001305, -1498.68164062500)
Angles = VECTOR(0.00000000000, -0.00000000000, 0.00000000000)
Name = NY_Street01
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1431.11706542969, 0.00690799998, 415.26739501953)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_CarNode_Decel02
Class = Waypoint
CreatedAtStart
SpawnObjScript = Car_DecelForTurn01
Links = [ 2 ]
}
{
Pos = VECTOR(482.98376464844, 0.00690799998, 1495.26757812500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_CarNode_Decel08
Class = Waypoint
CreatedAtStart
SpawnObjScript = Car_DecelForTurn01
Links = [ 3 ]
}
{
Pos = VECTOR(1562.98376464844, 0.00690799998, -418.68243408203)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_CarNode_Decel09
Class = Waypoint
CreatedAtStart
SpawnObjScript = Car_DecelForTurn01
Links = [ 4 ]
}
{
Pos = VECTOR(-351.11755371094, 0.00690799998, -1498.68237304688)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_CarNode_Decel10
Class = Waypoint
CreatedAtStart
SpawnObjScript = Car_DecelForTurn01
Links = [ 0 ]
}
{
Pos = VECTOR(9.51342773438, 7.01793289185, -65.11071777344)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_Car_Day_Ground_02
Class = Vehicle
Type = Test
CreatedAtStart
AbsentInNetGames
AllowReplaceTex
model = "veh\\veh_test\\veh_test.mdl"
skeletonName = car
SuspendDistance = 10000
lod_dist1 = 800
lod_dist2 = 1000
}
{
Pos = VECTOR(-153.83044433594, 0.01374000032, 1550.08496093750)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_Car_Day_Ground_03
Class = Vehicle
Type = Test
CreatedAtStart
AbsentInNetGames
AllowReplaceTex
model = "veh\\veh_test\\veh_test.mdl"
skeletonName = car
SuspendDistance = 10000
lod_dist1 = 800
lod_dist2 = 1000
TriggerScript = TRG_NY_Car_Day_Ground_03Script
Links = [ 7 ]
}
{
Pos = VECTOR(1545.50927734375, 0.01374000032, 123.66394042969)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_Car_Day_Ground_04
Class = Vehicle
Type = Test
CreatedAtStart
AbsentInNetGames
AllowReplaceTex
model = "veh\\veh_test\\veh_test.mdl"
skeletonName = car
SuspendDistance = 10000
lod_dist1 = 800
lod_dist2 = 1000
TriggerScript = TRG_NY_Car_Day_Ground_04Script
Links = [ 8 ]
}
{
Pos = VECTOR(166.21740722656, 0.01374000032, -1515.45104980469)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_Car_Day_Ground_05
Class = Vehicle
Type = Test
CreatedAtStart
AbsentInNetGames
AllowReplaceTex
model = "veh\\veh_test\\veh_test.mdl"
skeletonName = car
SuspendDistance = 10000
lod_dist1 = 800
lod_dist2 = 1000
TriggerScript = TRG_NY_Car_Day_Ground_05Script
Links = [ 9 ]
}
{
Pos = VECTOR(517.21362304688, 7.01793289185, -65.11071777344)
Angles = VECTOR(0.00000000000, -1.57079601288, 0.00000000000)
Name = TRG_NY_Car_Day_Ground_06
Class = Restart
Type = Player1
CreatedAtStart
RestartName = "P1: Restart"
restart_types = [ Player1 ]
}
{
Pos = VECTOR(-555.60778808594, 7.01793289185, -757.31451416016)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_Car_Day_Ground_07
Class = Pedestrian
Type = Ped_From_Profile
CreatedAtStart
AbsentInNetGames
skeletonName = THPS5_human
AnimName = animload_THPS5_human
profile = random_male_profile
SuspendDistance = 0
lod_dist1 = 500
lod_dist2 = 600
TriggerScript = TRG_NY_Car_Day_Ground_07Script
}
{
Pos = VECTOR(-320.13897705078, 7.01793289185, -757.31451416016)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_Car_Day_Ground_08
Class = Pedestrian
Type = Ped_From_Profile
CreatedAtStart
AbsentInNetGames
skeletonName = THPS5_human
AnimName = animload_THPS5_human
profile = random_male_profile
SuspendDistance = 0
lod_dist1 = 500
lod_dist2 = 600
TriggerScript = TRG_NY_Car_Day_Ground_08Script
}
{
Pos = VECTOR(-415.61849975586, 7.01793289185, -966.57238769531)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_Car_Day_Ground_09
Class = Pedestrian
Type = Ped_From_Profile
CreatedAtStart
AbsentInNetGames
skeletonName = THPS5_human
AnimName = animload_THPS5_human
profile = random_male_profile
SuspendDistance = 0
lod_dist1 = 500
lod_dist2 = 600
TriggerScript = TRG_NY_Car_Day_Ground_09Script
}
{
Pos = VECTOR(-724.76983642578, 7.01793289185, -579.53210449219)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = TRG_NY_Car_Day_Ground_10
Class = Pedestrian
Type = Ped_From_Profile
CreatedAtStart
AbsentInNetGames
skeletonName = THPS5_human
AnimName = animload_THPS5_human
profile = random_male_profile
SuspendDistance = 0
lod_dist1 = 500
lod_dist2 = 600
TriggerScript = TRG_NY_Car_Day_Ground_10Script
}
]
TriggerScripts =
[
LoadTerrain
TRG_NY_Car_Day_Ground_01Script
TRG_NY_Car_Day_Ground_03Script
TRG_NY_Car_Day_Ground_04Script
TRG_NY_Car_Day_Ground_05Script
TRG_NY_Car_Day_Ground_07Script
TRG_NY_Car_Day_Ground_08Script
TRG_NY_Car_Day_Ground_09Script
TRG_NY_Car_Day_Ground_10Script
]
SCRIPT LoadAllParticleTextures
ENDSCRIPT
SCRIPT TRG_NY_Car_Day_Ground_01Script
CarTest_CarOutside
ENDSCRIPT
SCRIPT TRG_NY_Car_Day_Ground_03Script
CarTest_CarOutside
ENDSCRIPT
SCRIPT TRG_NY_Car_Day_Ground_04Script
CarTest_CarOutside
ENDSCRIPT
SCRIPT TRG_NY_Car_Day_Ground_05Script
CarTest_CarOutside
ENDSCRIPT
SCRIPT TRG_NY_Car_Day_Ground_07Script
CarTest_Skater_Spectator
ENDSCRIPT
SCRIPT TRG_NY_Car_Day_Ground_08Script
CarTest_Skater_Spectator
ENDSCRIPT
SCRIPT TRG_NY_Car_Day_Ground_09Script
CarTest_Skater_Spectator
ENDSCRIPT
SCRIPT TRG_NY_Car_Day_Ground_10Script
CarTest_Skater_Spectator
ENDSCRIPT
SCRIPT LoadTerrain
SetTerrainDefault
SetTerrainAsphalt
ENDSCRIPT
SCRIPT load_level_anims
animload_THPS5_human
ENDSCRIPT
SCRIPT LoadCameras
ENDSCRIPT
SCRIPT LoadObjectAnims
ENDSCRIPT
CarTest_Scripts.qb
SCRIPT CarTest_Setup
IF IsCareerMode
ELSE
ENDIF
ENDSCRIPT
SCRIPT CarTest_startup
LoadSound "Shared\\Hits\\HitGlassPane2x"
LoadSound "Shared\\Auto\\LA_Skid_11" Vol = 100 Dropoff = 150
LoadSound "Shared\\Auto\\CarBrakeSqueal" Vol = 100 Dropoff = 150
LoadSound "Shared\\Auto\\CarLoop" Vol = 100 Dropoff = 150 PosUpdateWithDoppler
LoadSound "Shared\\Auto\\CarHorn_11" Vol = 100 Dropoff = 150
LoadSound "Shared\\Hits\\HitMetalCan_11" Vol = 100 Dropoff = 150 PosUpdateWithDoppler
LoadSound "Shared\\Hits\\BonkBush" Vol = 100 Dropoff = 0
SetTerrainMetalSmooth
ToggleViewMode
hide_the_skater
ENDSCRIPT
SCRIPT CarTest_Goals
IF InMultiplayerGame
Add_MultiPlayer_Mode_Goals
ENDIF
IF NOT InSplitScreenGame
IF NOT GameModeEquals Is_SingleSession
ENDIF
ENDIF
IF NOT InSplitScreenGame
IF NOT GameModeEquals Is_SingleSession
IF NOT InNetGame
ENDIF
ENDIF
ENDIF
ENDSCRIPT
SCRIPT TOD_Script
SWITCH <current_tod>
CASE morning
CASE day
CASE evening
CASE night
DEFAULT
printf "### no tod set ###"
ENDSWITCH
ENDSCRIPT
SCRIPT CarTest_CarOutside
Car_Generic01 turndist = 40 DefaultSpeed = 35
ENDSCRIPT
SCRIPT cartest_Skater_Spectator
Obj_ClearExceptions
Obj_SetException ex = SkaterInRadius scr = cartest_Skater_SpectatorFall
Obj_SetInnerRadius 3
BEGIN
RANDOM(1, 1, 1, 1, 1, 1, 1, 1, 1)
RANDOMCASE Obj_PlayAnim Anim = Ped_M_Cheering
RANDOMCASE Obj_PlayAnim Anim = Ped_M_ThumbUp
RANDOMCASE Obj_PlayAnim Anim = Ped_M_Clap
RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle1
RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle2
RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle3
RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle4
RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle5
RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle6
RANDOMEND
Obj_LookAtObject type = skater time = 0.30000001192
Obj_WaitAnimFinished
REPEAT
ENDSCRIPT
SCRIPT cartest_Skater_SpectatorFall
Obj_ClearExceptions
Obj_PlayAnim Anim = Ped_M_FalldownA
Obj_SetException ex = SkaterOutOfRadius scr = cartest_Skater_SpectatorGetUp
Obj_SetOuterRadius 20
ENDSCRIPT
SCRIPT cartest_Skater_SpectatorGetUp
Obj_ClearExceptions
Obj_PlayAnim Anim = Ped_M_GetUpA
Obj_WaitAnimFinished
Goto cartest_Skater_Spectator
ENDSCRIPT
TestLevel#
A location that you should be more than familiar with if you have seen the page for THUG2. The level has just about every recurring scripted object.
From pedestrians walking along set waypoints, patrolling police cars with (oddly rendered) headlights, a skater ped hopping back and forth, a chicken, bouncy objects, two sets of planes with gap scripts granting the player 'KEN ROCKS!' and 'KEN RULES!' with a 9,999 point value. To the left of spawn is a freeway ripped from Manhattan. Beside that are multiple planes that do nothing, in prototype builds stepping on them activates the snowy weather effect from Moscow. To the right is the seated audience from Slam City Jam. Finally the back of the level displays most models used for pickups and collectibles throughout missions in the career mode.



MotoX Levels#
Two geometry files for levels built for a later game, MTX: Mototrax somehow made their way into PlayStation 2 files of Tony Hawk's Underground. This is most likely because Neversoft lent the use of their "NX" game engine to Left Field Productions and heavily assisted them during development.
Motox_net#
The multiplayer variant of the Baltimore supercross stage. This ended up being scrapped from the final release of MTX, however a later version still exists on that game's disc. By using files from the August prototype it is possible to restore the level's texture data. The course still contains Activision O2 branding which ended up being discontinued by 2003, indicating which point in development the course was made.






motox2_net#
Seems to be a very rough version of the Paradise Valley motorcross stage.



Team_HQ#
In the files for the PS2 version a subfolder named 'Team_HQ' can be located in the 'Levels' folder. The geometry file is of the warehouse where the skate team's San Diego headquarters is located. Interestingly, there is a completely modeled interior, with a lounging area and a small kitchen. We can assume the level was used for either a specific menu or for cutscenes. The level lacks PRE files so it isn't possible to load in game, however it's NodeArray file does exist.




Team_HQ.qb
NodeArray =
[
{
Pos = VECTOR(-1065.85327148438, 77.10228729248, -10477.75292968750)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = HG_walls
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1129.17846679688, 77.10228729248, -11333.03125000000)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = partition_1
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1152.65844726562, 99.02594757080, -11090.18457031250)
Angles = VECTOR(-0.00719599985, -0.11127000302, 0.00498400023)
Name = table_main
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1018.17126464844, 114.51433563232, -10765.58789062500)
Angles = VECTOR(2.40010404587, -1.44680202007, -0.74149000645)
Name = bench
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = board_1
Class = CAS_SubMesh
ExportName = board_default
RemovalFlags = [ 1 2 3 ]
}
{
Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = board_2
Class = CAS_SubMesh
ExportName = board_default
RemovalFlags = [ 1 2 3 ]
}
{
Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = board_3
Class = CAS_SubMesh
ExportName = board_default
RemovalFlags = [ 1 2 3 ]
}
{
Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = board_4
Class = CAS_SubMesh
ExportName = board_default
RemovalFlags = [ 1 2 3 ]
}
{
Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = board_5
Class = CAS_SubMesh
ExportName = board_default
RemovalFlags = [ 1 2 3 ]
}
{
Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = board_6
Class = CAS_SubMesh
ExportName = board_default
RemovalFlags = [ 1 2 3 ]
}
{
Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = board_7
Class = CAS_SubMesh
ExportName = board_default
RemovalFlags = [ 1 2 3 ]
}
{
Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = board_8
Class = CAS_SubMesh
ExportName = board_default
RemovalFlags = [ 1 2 3 ]
}
{
Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = board_9
Class = CAS_SubMesh
ExportName = board_default
RemovalFlags = [ 1 2 3 ]
}
{
Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = board_10
Class = CAS_SubMesh
ExportName = board_default
RemovalFlags = [ 1 2 3 ]
}
{
Pos = VECTOR(-4204.50488281250, 104.86650848389, -10164.65039062500)
Angles = VECTOR(3.14159297943, -0.00876200013, 3.14159297943)
Name = backpack_1
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
ExportName = extra_backpack
}
{
Pos = VECTOR(-4204.50488281250, 104.86650848389, -10164.65039062500)
Angles = VECTOR(3.14159297943, -0.00876200013, 3.14159297943)
Name = backpack_2
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
ExportName = extra_backpack
}
{
Pos = VECTOR(-566.16699218750, -1319.30334472656, -8367.83886718750)
Angles = VECTOR(1.83518397808, -1.07821905613, -1.78669095039)
Name = backpack_03
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
ExportName = extra_backpack
}
{
Pos = VECTOR(-566.16699218750, -1319.30334472656, -8367.83886718750)
Angles = VECTOR(1.83518397808, -1.07821905613, -1.78669095039)
Name = backpack_04
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
ExportName = extra_backpack
}
{
Pos = VECTOR(-1165.98718261719, 94.57168579102, -11423.18164062500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = big_screen
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1215.53613281250, 77.10228729248, -11241.43554687500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = entertainment_unit
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-4644.84960937500, 170.20019531250, -12385.31933593750)
Angles = VECTOR(-2.30497097969, 1.42623102665, 2.30497097969)
Name = ceiling_beam_05
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1065.85327148438, 77.10228729248, -10477.75292968750)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = HQ_floor
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1065.85327148438, 77.10228729248, -10477.75292968750)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = back_wall
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(1466.76879882812, 424.44097900391, -13241.81835937500)
Angles = VECTOR(-1.92108094692, 0.00229400001, 3.14118695259)
Name = upper_pipes_01
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(1307.28247070312, 357.01184082031, -8485.08886718750)
Angles = VECTOR(0.61947697401, 1.08488094807, -0.60209000111)
Name = upper_pipes_02
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1043.03125000000, 99.09745025635, -11112.36523437500)
Angles = VECTOR(1.57079601288, 0.00000000000, 0.00000000000)
Name = counter
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1043.03125000000, 99.09745025635, -11112.36523437500)
Angles = VECTOR(1.57079601288, 0.00000000000, 0.00000000000)
Name = fridge
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1035.23535156250, 109.91799163818, -10826.23144531250)
Angles = VECTOR(1.73989105225, 0.00000000000, 0.00000000000)
Name = stove
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1035.23535156250, 109.91799163818, -10826.23144531250)
Angles = VECTOR(1.73989105225, 0.00000000000, 0.00000000000)
Name = stove_door
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1215.53613281250, 77.10228729248, -11241.43554687500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = speaker_2
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-763.87774658203, 434.53912353516, -13293.51171875000)
Angles = VECTOR(-1.22042500973, -0.00479400018, -3.13381004333)
Name = upper_pipes_03
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
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}
{
Pos = VECTOR(-1327.50280761719, 73.99220275879, -9737.96093750000)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = Geo_Wahouse_Bits03
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-803.30963134766, 107.25270080566, -9747.43652343750)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = Geo_Warehouse_Rail01
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-638.18603515625, 72.75247955322, -10588.36425781250)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = JOW_SHRailShadow01
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1761.21704101562, -5.99965286255, -9227.47656250000)
Angles = VECTOR(0.00000000000, 1.57079601288, 0.00000000000)
Name = RENAME_NEW18
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-993.64526367188, -2.99970507622, -9289.24902343750)
Angles = VECTOR(0.00000000000, 1.57079601288, 0.00000000000)
Name = RENAME_NEW01
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1569.21838378906, 300.00018310547, -9281.04394531250)
Angles = VECTOR(0.00000000000, -1.57079601288, 0.00000000000)
Name = RENAME_NEW20
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-353.66744995117, 239.42745971680, -9227.47265625000)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = Geo_Street_LampPost_Line04
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-864.78564453125, 559.22204589844, -11368.92578125000)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = Geo_MOA_Ext30
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-687.83569335938, 372.77200317383, -11368.92675781250)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = Geo_MOA_Ext39
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1042.44458007812, 208.70591735840, -10579.33007812500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = Geo_Warehouse01
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-937.89916992188, 350.65924072266, -10517.49804687500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = Geo_Warehouse03
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-762.83099365234, 36.37641525269, -9646.79296875000)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = Geo_Warehouse_Bits20
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-834.82696533203, 124.00939941406, -10006.38964843750)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = Geo_Warehouse_Bits12
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-642.18395996094, 151.89056396484, -9539.48437500000)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = Geo_FtnA_LampPost12
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-923.67517089844, 320.38436889648, -9395.99707031250)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.03470699862)
Name = HQ_shortys_banner
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-923.67517089844, 320.38436889648, -9395.99707031250)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.03470699862)
Name = HQ_banner_shadow
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-932.00933837891, 112.75231933594, -11114.99316406250)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = MLS_Table_Top
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1031.69165039062, 220.16220092773, -11021.78906250000)
Angles = VECTOR(1.57079601288, -1.57079601288, 0.00000000000)
Name = poster_08
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1092.96533203125, 77.10228729248, -10252.54003906250)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = desk_lamp02
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1035.47680664062, 106.47135925293, -11254.24218750000)
Angles = VECTOR(0.00000000000, -1.06596601009, 0.00000000000)
Name = cereal_box_04
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-1166.67724609375, 79.51877593994, -10573.75488281250)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = garbage_3
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-926.07006835938, 86.40404510498, -11140.37304687500)
Angles = VECTOR(0.00000000000, 0.39100500941, 0.00000000000)
Name = chair_1x
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-921.70880126953, 2.47519397736, -11151.06445312500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = armrest_1
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
{
Pos = VECTOR(-921.70880126953, 2.47519397736, -11151.06445312500)
Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000)
Name = armrest_2
Class = LevelGeometry
CreatedAtStart
CollisionMode = Geometry
}
]
TriggerScripts =
[
LoadTerrain
]
SCRIPT LoadAllParticleTextures
ENDSCRIPT
SCRIPT LoadTerrain
SetTerrainDefault
SetTerrainConcSmooth
SetTerrainConcRough
SetTerrainMetalSmooth
SetTerrainMetalCorrugated
SetTerrainWood
SetTerrainBrick
SetTerrainTile
SetTerrainAsphalt
SetTerrainGravel
SetTerrainSidewalk
SetTerrainGrass
SetTerrainPlexiglass
ENDSCRIPT
SCRIPT load_level_anims
ENDSCRIPT
SCRIPT LoadCameras
ENDSCRIPT
SCRIPT LoadObjectAnims
ENDSCRIPT
Something of note is the 10 entries for boards that have a RemovalFlag attached, implying they could be added or removed from the scene by the game.