module Base
{
	model NIVA_BRBase
	{
		mesh = vehicles/Vehicle_NIVA_BR,
                shader = vehicle,
		invertX = FALSE,
		scale = 1,
	}
	vehicle NIVA_BR
	{
		mechanicType = 1,
		engineRepairLevel = 3,

		model
		{
			file = NIVA_BRBase,
			scale = 1.6000,
			offset = 0.0000 -0.1125 0.1437,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA1,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA2,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA3,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA4,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA5,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA6,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA7,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA8,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA9,
		}

		extents = 0.9875 0.6625 2.2375,
		mass = 1000,
		physicsChassisShape = 0.9625 0.6625 2.2000,
		centerOfMassOffset = 0.0000 0.0000 0.0000,
		shadowExtents = 0.8473 2.0233,
		shadowOffset = 0.0000 -0.0204,

		area TruckBed
		{
			xywh = 0.0000 -1.2562 0.8375 0.3875,
		}

		mechanicRequireKey = false,

		part TruckBed
		{
			area = TruckBed,
			category = bodywork,
			itemType = Base.BigTrunk,
			mechanicRequireKey = true,
			repairMechanic = true,

			container
			{
				conditionAffectsCapacity = true,
				test = Vehicles.ContainerAccess.TruckBed,
				capacity = 90,
			}

			lua
			{
				create = Vehicles.Create.Default,
			}
		}

		centerOfMassOffset = 0.0000 0.0000 0.0000,

		attachment trailerfront
		{
			offset = 0.0000 -0.0562 1.0812,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment trailer
		{
			offset = 0.0000 -0.0563 -1.1687,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
}



module Base
{
	model NIVA_BR2Base
	{
		mesh = vehicles/Vehicle_NIVA_BR2,
                shader = vehicle,
		invertX = FALSE,
		scale = 1,
	}
	vehicle NIVA_BR2
	{
		mechanicType = 1,
		engineRepairLevel = 3,

		model
		{
			file = NIVA_BR2Base,
			scale = 1.6000,
			offset = 0.0000 -0.1125 0.1437,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA1,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA2,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA3,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA4,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA5,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA6,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA7,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA8,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA9,
		}

		extents = 0.9875 0.6625 2.2375,
		mass = 1000,
		physicsChassisShape = 0.9625 0.6625 2.2000,
		centerOfMassOffset = 0.0000 0.0000 0.0000,
		shadowExtents = 0.8473 2.0233,
		shadowOffset = 0.0000 -0.0204,

		area TruckBed
		{
			xywh = 0.0000 -1.2562 0.8375 0.3875,
		}

		mechanicRequireKey = false,

		part TruckBed
		{
			area = TruckBed,
			category = bodywork,
			itemType = Base.BigTrunk,
			mechanicRequireKey = true,
			repairMechanic = true,

			container
			{
				conditionAffectsCapacity = true,
				test = Vehicles.ContainerAccess.TruckBed,
				capacity = 90,
			}

			lua
			{
				create = Vehicles.Create.Default,
			}
		}

		centerOfMassOffset = 0.0000 0.0000 0.0000,

		attachment trailerfront
		{
			offset = 0.0000 -0.0562 1.0812,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment trailer
		{
			offset = 0.0000 -0.0563 -1.1687,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
}



module Base
{
	model NIVA_BR3Base
	{
		mesh = vehicles/Vehicle_NIVA_BR3,
                shader = vehicle,
		invertX = FALSE,
		scale = 1,
	}
	vehicle NIVA_BR3
	{
		mechanicType = 1,
		engineRepairLevel = 3,

		model
		{
			file = NIVA_BR3Base,
			scale = 1.6000,
			offset = 0.0000 -0.1125 0.1437,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA1,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA2,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA3,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA4,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA5,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA6,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA7,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA8,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA9,
		}

		extents = 0.9875 0.6625 2.2375,
		mass = 1000,
		physicsChassisShape = 0.9625 0.6625 2.2000,
		centerOfMassOffset = 0.0000 0.0000 0.0000,
		shadowExtents = 0.8473 2.0233,
		shadowOffset = 0.0000 -0.0204,

		area TruckBed
		{
			xywh = 0.0000 -1.2562 0.8375 0.3875,
		}

		mechanicRequireKey = false,

		part TruckBed
		{
			area = TruckBed,
			category = bodywork,
			itemType = Base.BigTrunk,
			mechanicRequireKey = true,
			repairMechanic = true,

			container
			{
				conditionAffectsCapacity = true,
				test = Vehicles.ContainerAccess.TruckBed,
				capacity = 90,
			}

			lua
			{
				create = Vehicles.Create.Default,
			}
		}

		centerOfMassOffset = 0.0000 0.0000 0.0000,

		attachment trailerfront
		{
			offset = 0.0000 -0.0562 1.0812,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment trailer
		{
			offset = 0.0000 -0.0563 -1.1687,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
}



module Base
{
	model NIVA_BR4Base
	{
		mesh = vehicles/Vehicle_NIVA_BR4,
                shader = vehicle,
		invertX = FALSE,
		scale = 1,
	}
	vehicle NIVA_BR4
	{
		mechanicType = 1,
		engineRepairLevel = 3,

		model
		{
			file = NIVA_BR4Base,
			scale = 1.6000,
			offset = 0.0000 -0.1125 0.1437,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA1,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA2,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA3,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA4,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA5,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA6,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA7,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA8,
		}

		skin
		{
			texture = Vehicles/Vehicle_NIVA9,
		}

		extents = 0.9875 0.6625 2.2375,
		mass = 1000,
		physicsChassisShape = 0.9625 0.6625 2.2000,
		centerOfMassOffset = 0.0000 0.0000 0.0000,
		shadowExtents = 0.8473 2.0233,
		shadowOffset = 0.0000 -0.0204,

		area TruckBed
		{
			xywh = 0.0000 -1.2562 0.8375 0.3875,
		}

		mechanicRequireKey = false,

		part TruckBed
		{
			area = TruckBed,
			category = bodywork,
			itemType = Base.BigTrunk,
			mechanicRequireKey = true,
			repairMechanic = true,

			container
			{
				conditionAffectsCapacity = true,
				test = Vehicles.ContainerAccess.TruckBed,
				capacity = 90,
			}

			lua
			{
				create = Vehicles.Create.Default,
			}
		}

		centerOfMassOffset = 0.0000 0.0000 0.0000,

		attachment trailerfront
		{
			offset = 0.0000 -0.0562 1.0812,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment trailer
		{
			offset = 0.0000 -0.0563 -1.1687,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
}