;YOUR PATH WILL BE GENERATED INTO YOUR foolandgraphic.txt FILE
;PUT YOUR CODE 0 DRIVEABLE OBJECTS  INTO YOUR foolandgraphic.txt  AND
;ALSO PUT YOUR CODE 3 OBJECTS ( non driveable )  INTO YOUR foolandgraphic.txt
    vert(-7.5317, 186.3278, 0.0000)
    vert(3.3707, 186.4978, 0.0000)
    vert(14.2731, 186.6679, 0.0000)
    vert(25.1756, 186.8380, 0.0000)
    vert(36.0780, 187.0080, 0.0000)
    vert(46.9804, 187.1781, 0.0000)
    vert(57.8829, 187.3482, 0.0000)
    vert(68.7853, 187.5182, 0.0000)
    vert(79.6877, 187.6883, 0.0000)
    vert(90.5902, 187.8584, 0.0000)
    vert(101.4926, 188.0284, 0.0000)
    vert(115.0629, 188.1633, 0.0000)
    vert(129.5521, 188.2633, 0.0000)
    vert(144.0413, 188.3633, 0.0000)
    vert(158.5305, 188.4634, 0.0000)
    vert(173.0197, 188.5634, 0.0000)
    vert(187.5090, 188.6635, 0.0000)
end

marker(check1)
    vert(-7.9523, 174.0922, 0.0000)
    vert(-7.9523, 197.8638, 0.0000)
end

;using this semicolon in front of any text in fooland files is not read
;when putting the track together - used just for your own info
;also put code 3 objects ( non driveable ) and driveable ( code 0  ) at the beginning
;of the "0, 0, 0, 0" number as shown
;the 3 at the beginning "3, 0, 0, 0" means not driveable mods,like scenery ( buildings,trees,etc...)

begin
  modobject(pavement.mod, 0, 0, 0, 0)
  modobject(sticky-grass.mod, 0, 0, 10, 0)
  modobject(gravel1road.mod, 0, 0, 16, 0)
  modobject(wateriscode14.mod, 0, 0, 14, 0)
  modobject(shop1.mod, 3, 0, 0, 0)
  modobject(ufo.mod, 3, 0, 0, 0)
  modobject(trees1row.mod, 3, 0, 0, 0)

end
end
