<?xml version="1.0"?>
<!-- 
NOTE:	Paths should use forward-slashs ( / ) not back-slashs ( \ ), they should also not contain any ../ or ./ these will just be removed and the path will probably be different to what you intended
		Also, all paths should be relative to the data directory to that the tracks dir would be simply "\Tracks" rather than "\Data\Tracks"

There are a number of tokens that can be used in the strings contained in this file they are as follows
	
	[CURRENT_LEVEL_FOLDER] 	- This will be replaced with the folder of the current level
	[LEVEL_ROOT_FOLDER] 	- This will be replaced with the full path obtained from the LevelRootDir tag
	[CURRENT_LEVEL_NAME] 	- This will be replaced with the name of the current level ( the name of the folder that contains the level within [LEVEL_ROOT] )
				  This is so that LevelScriptFileName can be declared as [CURRENT_LEVEL_NAME].ext, where ext can be any extension you choose
	[CURRENT_CNT_FOLDER]	- The folder the current cnt was loaded from is contained in
  [CURRENT_MDL_FOLDER]	- The folder the current cnt was loaded from is contained in
[DATA_PATH_CNT_FOLDER]- 
  [COMMON_MATERIAL_DIRECTORY]
  [COMMON_TEXTURE_DIRECTORY]
-->
<!--This file is for HIGH graphic details and medium res Texture-->
<ApplicationInfo Revision ="1.08192">
  <LevelRootDir>\Tracks</LevelRootDir>
  <LevelScriptFileName>Level.txt</LevelScriptFileName>
  <AccessoryPaths>
    <AccessoryPath Priority="2">[CURRENT_LEVEL_FOLDER]</AccessoryPath>
    <AccessoryPath Priority="3">RiiakShiNal</AccessoryPath>
    <AccessoryPath Priority="1">[LEVEL_ROOT_FOLDER]/Accessories</AccessoryPath>
  </AccessoryPaths>
  <DataPaths>

    <DataPath Priority="1">Data_DLC_8192/Data_PC/Data_LOD2</DataPath>  
    <DataPath Priority="2">Data_DLC_0006/Data_PC/Data_LOD2</DataPath>
	<DataPath Priority="3">Data_DLC_0005/Data_PC/Data_LOD2</DataPath>
	<DataPath Priority="4">Data_DLC_0004/Data_PC/Data_LOD2</DataPath>
    <DataPath Priority="5">Data_DLC_0003/Data_PC/Data_LOD2</DataPath>
    <DataPath Priority="6">Data_DLC_0002/Data_PC/Data_LOD2</DataPath>
    <DataPath Priority="7">Data_DLC_0001/Data_PC/Data_LOD2</DataPath>
    <DataPath Priority="8">Data_Core/Data_PC/Data_LOD2</DataPath>
    
    <DataPath Priority="9">Data_DLC_8192/Data_PC/Data_LOD1</DataPath>
	<DataPath Priority="10">Data_DLC_0006/Data_PC/Data_LOD1</DataPath>
	<DataPath Priority="11">Data_DLC_0005/Data_PC/Data_LOD1</DataPath>
    <DataPath Priority="12">Data_DLC_0004/Data_PC/Data_LOD1</DataPath>
    <DataPath Priority="13">Data_DLC_0003/Data_PC/Data_LOD1</DataPath>
    <DataPath Priority="14">Data_DLC_0002/Data_PC/Data_LOD1</DataPath>
    <DataPath Priority="15">Data_DLC_0001/Data_PC/Data_LOD1</DataPath>
    <DataPath Priority="16">Data_Core/Data_PC/Data_LOD1</DataPath>
    
    <DataPath Priority="17">Data_DLC_8192/Data_PC/Data_Shared</DataPath>
	<DataPath Priority="18">Data_DLC_0006/Data_PC/Data_Shared</DataPath>
	<DataPath Priority="19">Data_DLC_0005/Data_PC/Data_Shared</DataPath>
    <DataPath Priority="20">Data_DLC_0004/Data_PC/Data_Shared</DataPath>
    <DataPath Priority="21">Data_DLC_0003/Data_PC/Data_Shared</DataPath>
    <DataPath Priority="22">Data_DLC_0002/Data_PC/Data_Shared</DataPath>
    <DataPath Priority="23">Data_DLC_0001/Data_PC/Data_Shared</DataPath>
    <DataPath Priority="24">Data_Core/Data_PC/Data_Shared</DataPath>
    
    <DataPath Priority="25">Data_DLC_8192/Data_PC/Data_Required</DataPath>
	<DataPath Priority="26">Data_DLC_0006/Data_PC/Data_Required</DataPath>
	<DataPath Priority="27">Data_DLC_0005/Data_PC/Data_Required</DataPath>
    <DataPath Priority="28">Data_DLC_0004/Data_PC/Data_Required</DataPath>
    <DataPath Priority="29">Data_DLC_0003/Data_PC/Data_Required</DataPath>
    <DataPath Priority="30">Data_DLC_0002/Data_PC/Data_Required</DataPath>
    <DataPath Priority="31">Data_DLC_0001/Data_PC/Data_Required</DataPath>
    <DataPath Priority="32">Data_Core/Data_PC/Data_Required</DataPath>
    
    <DataPath Priority="33">Data_DLC_8192/Data_All_Platforms/Data_Required</DataPath>
	<DataPath Priority="34">Data_DLC_0006/Data_All_Platforms/Data_Required</DataPath>
	<DataPath Priority="35">Data_DLC_0005/Data_All_Platforms/Data_Required</DataPath>
    <DataPath Priority="36">Data_DLC_0004/Data_All_Platforms/Data_Required</DataPath>
    <DataPath Priority="37">Data_DLC_0003/Data_All_Platforms/Data_Required</DataPath>
    <DataPath Priority="38">Data_DLC_0002/Data_All_Platforms/Data_Required</DataPath>
    <DataPath Priority="39">Data_DLC_0001/Data_All_Platforms/Data_Required</DataPath>
    <DataPath Priority="40">Data_Core/Data_All_Platforms/Data_Required</DataPath>
    
  </DataPaths>
  <LumpPaths>
    
    <LumpPath Priority="1">Data_DLC_8192/Data_All_Platforms/Data_Required/Art_Assets/Models</LumpPath>
	<LumpPath Priority="2">Data_DLC_0006/Data_All_Platforms/Data_Required/Art_Assets/Models</LumpPath>
	<LumpPath Priority="3">Data_DLC_0005/Data_All_Platforms/Data_Required/Art_Assets/Models</LumpPath>
    <LumpPath Priority="4">Data_DLC_0004/Data_All_Platforms/Data_Required/Art_Assets/Models</LumpPath>
    <LumpPath Priority="5">Data_DLC_0003/Data_All_Platforms/Data_Required/Art_Assets/Models</LumpPath>
    <LumpPath Priority="6">Data_DLC_0002/Data_All_Platforms/Data_Required/Art_Assets/Models</LumpPath>
    <LumpPath Priority="7">Data_DLC_0001/Data_All_Platforms/Data_Required/Art_Assets/Models</LumpPath>
    <LumpPath Priority="8">Data_Core/Data_All_Platforms/Data_Required/Art_Assets/Models</LumpPath>
 
    <LumpPath Priority="9">Data_DLC_8192/Data_PC/Data_Required/Art_Assets/Models</LumpPath>
	<LumpPath Priority="10">Data_DLC_0006/Data_PC/Data_Required/Art_Assets/Models</LumpPath>
	<LumpPath Priority="11">Data_DLC_0005/Data_PC/Data_Required/Art_Assets/Models</LumpPath>
    <LumpPath Priority="12">Data_DLC_0004/Data_PC/Data_Required/Art_Assets/Models</LumpPath>
    <LumpPath Priority="13">Data_DLC_0003/Data_PC/Data_Required/Art_Assets/Models</LumpPath>
    <LumpPath Priority="14">Data_DLC_0002/Data_PC/Data_Required/Art_Assets/Models</LumpPath>
    <LumpPath Priority="15">Data_DLC_0001/Data_PC/Data_Required/Art_Assets/Models</LumpPath>
    <LumpPath Priority="16">Data_Core/Data_PC/Data_Required/Art_Assets/Models</LumpPath>
    
    <LumpPath Priority="17">Data_DLC_8192/Data_PC/Data_Shared/Art_Assets/Models</LumpPath>
	<LumpPath Priority="18">Data_DLC_0006/Data_PC/Data_Shared/Art_Assets/Models</LumpPath>
	<LumpPath Priority="19">Data_DLC_0005/Data_PC/Data_Shared/Art_Assets/Models</LumpPath>
    <LumpPath Priority="20">Data_DLC_0004/Data_PC/Data_Shared/Art_Assets/Models</LumpPath>
    <LumpPath Priority="21">Data_DLC_0003/Data_PC/Data_Shared/Art_Assets/Models</LumpPath>
    <LumpPath Priority="22">Data_DLC_0002/Data_PC/Data_Shared/Art_Assets/Models</LumpPath>
    <LumpPath Priority="23">Data_DLC_0001/Data_PC/Data_Shared/Art_Assets/Models</LumpPath>
    <LumpPath Priority="24">Data_Core/Data_PC/Data_Required/Art_Assets/Models</LumpPath>
    
    <LumpPath Priority="25">Data_DLC_8192/Data_PC/Data_LOD1/Art_Assets/Models</LumpPath>
	<LumpPath Priority="26">Data_DLC_0006/Data_PC/Data_LOD1/Art_Assets/Models</LumpPath>
	<LumpPath Priority="27">Data_DLC_0005/Data_PC/Data_LOD1/Art_Assets/Models</LumpPath>
    <LumpPath Priority="28">Data_DLC_0004/Data_PC/Data_LOD1/Art_Assets/Models</LumpPath>
    <LumpPath Priority="29">Data_DLC_0003/Data_PC/Data_LOD1/Art_Assets/Models</LumpPath>
    <LumpPath Priority="30">Data_DLC_0002/Data_PC/Data_LOD1/Art_Assets/Models</LumpPath>
    <LumpPath Priority="31">Data_DLC_0001/Data_PC/Data_LOD1/Art_Assets/Models</LumpPath>
    <LumpPath Priority="32">Data_Core/Data_PC/Data_LOD1/Art_Assets/Models</LumpPath>
    
    <LumpPath Priority="33">Data_DLC_8192/Data_PC/Data_LOD2/Art_Assets/Models</LumpPath>
	<LumpPath Priority="34">Data_DLC_0006/Data_PC/Data_LOD2/Art_Assets/Models</LumpPath>
	<LumpPath Priority="35">Data_DLC_0005/Data_PC/Data_LOD2/Art_Assets/Models</LumpPath>
    <LumpPath Priority="36">Data_DLC_0004/Data_PC/Data_LOD2/Art_Assets/Models</LumpPath>
    <LumpPath Priority="37">Data_DLC_0003/Data_PC/Data_LOD2/Art_Assets/Models</LumpPath>
    <LumpPath Priority="38">Data_DLC_0002/Data_PC/Data_LOD2/Art_Assets/Models</LumpPath>
    <LumpPath Priority="39">Data_DLC_0001/Data_PC/Data_LOD2/Art_Assets/Models</LumpPath>
    <LumpPath Priority="40">Data_Core/Data_PC/Data_LOD2/Art_Assets/Models</LumpPath>
    
  </LumpPaths>
  <TexturePaths>
    <TexturePath Priority="1">[DATA_PATH_MDL_FOLDER]</TexturePath>
    <TexturePath Priority="2">[DATA_PATH_CNT_FOLDER]</TexturePath>
    <TexturePath Priority="3">[DATA_PATHS]/Art_Assets/Textures</TexturePath>
    <TexturePath Priority="4">[COMMON_TEXTURE_DIRECTORY]</TexturePath>
    <TexturePath Priority="5">[DATA_PATHS]</TexturePath>
  </TexturePaths>
  <MaterialPaths>
    <MaterialPath Priority="1">[DATA_PATH_MDL_FOLDER]</MaterialPath>
    <MaterialPath Priority="2">[DATA_PATH_CNT_FOLDER]</MaterialPath>
    <MaterialPath Priority="3">[DATA_PATHS]/Art_Assets/Textures</MaterialPath>
    <MaterialPath Priority="4">[COMMON_MATERIAL_DIRECTORY]</MaterialPath>
    <MaterialPath Priority="5">[DATA_PATHS]</MaterialPath>
  </MaterialPaths>
  <ModelPaths>
    <ModelPath Priority="1">[LUMP_PATH_CNT_FOLDER]</ModelPath>
  </ModelPaths>
  <AppFlags>
    <ApplicationFlag Type="Bool" BitToSet="1">Test Flag</ApplicationFlag>
    <ApplicationFlag Type="Bool" BitToSet="2">Test Flag Number 2</ApplicationFlag>
  </AppFlags>
</ApplicationInfo>


<!--
//////////////////////////////////////////////////////////////////////////////////
//EXPLAINATION ON HOW THIS XML WORKS  
//////////////////////////////////////////////////////////////////////////////////
!!Hvae a look at the explanation if you did not understand how the appinfo helper works(looking at the code)
!!
<DataPaths>
     <DataPath Priority="2">Data_def</DataPath>
     <DataPath Priority="1">Data</DataPath>
</DataPaths>
 
 Explanation: Data Paths can be described as data folder or content or XYZ folder which is in the root of the application for Example
 |
 |
 |->Xylo.exe
 |  Data.Wad or Data folder
 |  DataABC.WAD or DataABC folder

<TexturePaths>
    <TexturePath Priority="1">[DATA_PATHS]</TexturePath>
</TexturePaths>

Explaination: Texture Path is the path where you want your application to look for files

[DATA_PATHS] 
This means in your application you are asking the ResoucreManager/AppInfo to iterate through data paths to find the resource
for Example Imagine in app side you are providing path to load an image(CardImage.img or.tdx) as "\\Texture\\CardImage" or "/Texture/CardImage" 
it will go search in path below Data/Texture/CardImage or Data_def/Texture/CardImage to find the image. 
If you have passed \\CardImage or /CardImage then it will go th Data\\CardImage or Data_def/CardImage. Jus to be more precise dont get confused as CardImage is a file not 
folder so logically it will only go through Data and Data_def

Note:Intially if you have not set any Path in your texture paths then the app assumes you have given an absolute path and Texture is in the Root of your application
But this will not work as the it will break on loading lump when it will will try to load a texture for lump so it is neccessary to include this xml with basic configuration
But if you have provided the texture paths then to find resource the appinfo module with iterate through the folder you have specified and then load/assert depedning
whether it was able to find the image

<TexturePaths>
    <TexturePath Priority="1">[CURRENT_CNT_FOLDER]</TexturePath>
</TexturePaths>

[CURRENT_CNT_FOLDER]
This tag means that you want your application to look for the image in the cnt folder from where the current lump was loaded. for example if you have laoded your lump(CardLump.CNT) from Data\\Card\\CardLump or Data/Card/CardLump
then your current CNT folder is Data\\Card or Data/Card now the application is telling the Appinfo to search for CardImage in this folder so the application will iterate through 
Data\\Card\\CardImage or Data/Card/CardImage to find the resource.

<TexturePaths>
    <TexturePath Priority="1">[DATA_PATH_CNT_FOLDER]</TexturePath>
</TexturePaths>

[DATA_PATH_CNT_FOLDER]
Considering the above example we have loaded our lump from Data\\Card\\CardLump now considering that path was obtained as an absolute and 
\\Card\\CardLump is the relative folder. Now with the above token we now interate through the DATA path to search for Card\\CardLump so in this case th eAppinfo will iterate
through Data\\Card\\CardLump and Data_def\\Card\CardLump depending upon the priority you set in Data paths.


<TexturePath Priority="1">[DATA_PATHS]/Textures</TexturePath>
[DATA_PATHS]/FolderName 
In certain cases you want your application to look in a specific folder but in different root folder then this token is quite useful.
For example in above case the CardImage is lying in Textures folder of one of your root data dirs(root data dir can be 1-X so I am referring it as root as the directory is in the 
root of aplication ). So in this case if application has said CardImage the appinfo will iterate through Data/Textures/CardImage or Data_def/Textures/CardImage
If you provide Card\\CardImage then it will go iterate through Data/Textures/Card/CardImage or Data_def/Textures/Card/CardImage.

<TexturePath Priority="1">[LUMP_PATH_CNT_FOLDER]</TexturePath>
[LUMP_PATH_CNT_FOLDER]
Considering the above example we have loaded our lump from Data\\Card\\CardLump now considering that path was obtained as an absolute and 
\\Card\\CardLump is the relative folder. Now with the above token we now interate through the Lump path to search for Card\\CardLump so in this case th eAppinfo will iterate
through Data_LODx\\Card\\CardLump and Data_def\\Card\CardLump depending upon the priority you set in Lump paths.

[CURRENT_MDL_FOLDER]
By default the texture path should contain CURRENT_MDL_FOLDER as one of it path inorder for load lump to work. This tag means that you want your application to look 
for the image in the model folder from where the current model was loaded. for example if you have laoded your model(CardLump.MDL) from Data\\Card\\CardFrame.MDL or Data/Card/CardFrame.MDL
then your current MDL folder is Data\\Card or Data/Card now the application is telling the Appinfo to search for CardImage in this folder so the application will iterate through 
Data\\Card\\CardImage or Data/Card/CardImage to find the resource.

<TexturePaths>
    <TexturePath Priority="1">[CURRENT_MDL_FOLDER]</TexturePath>
</TexturePaths>

<TexturePath Priority="1">[LUMP_PATH_MDL_FOLDER]</TexturePath>
[LUMP_PATH_MDL_FOLDER]
Considering the above example we have loaded our lump from Data\\Card\\CardFrame.MDL now considering that path was obtained as an absolute and 
\\Card\\CardLump is the relative folder. Now with the above token we now interate through the Lump path to search for Card\\CardFrame.MDL so in this case the Appinfo will iterate
through Data_LODx\\Card\\CardFrame.MDL and Data_def\\Card\CardFrame.MDL depending upon the priority you set in Lump paths.
-->
