*3DSMAX_ASCIIEXPORT 200 *COMMENT "AsciiExport Version 2.00 - Sat Nov 12 18:05:18 2005" *SCENE { *SCENE_FILENAME "debris_blockade.max" *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 200 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000 *SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000 } *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL 0 { *MATERIAL_NAME "01 - Default" *MATERIAL_CLASS "Multi/Sub-Object" *MATERIAL_AMBIENT 0.5882 0.5882 0.5882 *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882 *MATERIAL_SPECULAR 0.9000 0.9000 0.9000 *MATERIAL_SHINE 0.1000 *MATERIAL_SHINESTRENGTH 0.0000 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_WIRESIZE 1.0000 *NUMSUBMTLS 3 *SUBMATERIAL 0 { *MATERIAL_NAME "01 - Default" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.5882 0.5882 0.5882 *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882 *MATERIAL_SPECULAR 0.9000 0.9000 0.9000 *MATERIAL_SHINE 0.1000 *MATERIAL_SHINESTRENGTH 0.0000 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_WIRESIZE 1.0000 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0.0000 *MATERIAL_SELFILLUM 0.0000 *MATERIAL_FALLOFF In *MATERIAL_XP_TYPE Filter *MAP_DIFFUSE { *MAP_NAME "Map #1" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "C:\Ritual\Q4X\game\q4base\textures\common_walls\wall4_1a.tga" *MAP_TYPE Screen *UVW_U_OFFSET 0.0000 *UVW_V_OFFSET 0.0000 *UVW_U_TILING 1.0000 *UVW_V_TILING 1.0000 *UVW_ANGLE 0.0000 *UVW_BLUR 1.0000 *UVW_BLUR_OFFSET 0.0000 *UVW_NOUSE_AMT 1.0000 *UVW_NOISE_SIZE 1.0000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.0000 *BITMAP_FILTER Pyramidal } } *SUBMATERIAL 1 { *MATERIAL_NAME "01 - Default" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.5882 0.5882 0.5882 *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882 *MATERIAL_SPECULAR 0.9000 0.9000 0.9000 *MATERIAL_SHINE 0.1000 *MATERIAL_SHINESTRENGTH 0.0000 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_WIRESIZE 1.0000 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0.0000 *MATERIAL_SELFILLUM 0.0000 *MATERIAL_FALLOFF In *MATERIAL_XP_TYPE Filter *MAP_DIFFUSE { *MAP_NAME "Map #1" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "C:\Ritual\Q4X\game\q4base\textures\common_walls\wall4_1.tga" *MAP_TYPE Screen *UVW_U_OFFSET 0.0000 *UVW_V_OFFSET 0.0000 *UVW_U_TILING 1.0000 *UVW_V_TILING 1.0000 *UVW_ANGLE 0.0000 *UVW_BLUR 1.0000 *UVW_BLUR_OFFSET 0.0000 *UVW_NOUSE_AMT 1.0000 *UVW_NOISE_SIZE 1.0000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.0000 *BITMAP_FILTER Pyramidal } } *SUBMATERIAL 2 { *MATERIAL_NAME "01 - Default" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.5882 0.5882 0.5882 *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882 *MATERIAL_SPECULAR 0.9000 0.9000 0.9000 *MATERIAL_SHINE 0.1000 *MATERIAL_SHINESTRENGTH 0.0000 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_WIRESIZE 1.0000 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0.0000 *MATERIAL_SELFILLUM 0.0000 *MATERIAL_FALLOFF In *MATERIAL_XP_TYPE Filter *MAP_DIFFUSE { *MAP_NAME "Map #1" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "C:\Ritual\Q4X\game\q4base\textures\common_misc\concrete09b.tga" *MAP_TYPE Screen *UVW_U_OFFSET 0.0000 *UVW_V_OFFSET 0.0000 *UVW_U_TILING 1.0000 *UVW_V_TILING 1.0000 *UVW_ANGLE 0.0000 *UVW_BLUR 1.0000 *UVW_BLUR_OFFSET 0.0000 *UVW_NOUSE_AMT 1.0000 *UVW_NOISE_SIZE 1.0000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.0000 *BITMAP_FILTER Pyramidal } } } } *GEOMOBJECT { *NODE_NAME "01" *NODE_TM { *NODE_NAME "01" *INHERIT_POS 0 0 0 *INHERIT_ROT 0 0 0 *INHERIT_SCL 0 0 0 *TM_ROW0 -0.0000 0.0000 1.0000 *TM_ROW1 -0.9659 -0.2588 -0.0000 *TM_ROW2 0.2588 -0.9659 0.0000 *TM_ROW3 0.0000 0.0000 0.0000 *TM_POS 0.0000 0.0000 0.0000 *TM_ROTAXIS -0.6215 0.4769 -0.6215 *TM_ROTANGLE 2.2516 *TM_SCALE 1.0000 1.0000 1.0000 *TM_SCALEAXIS -0.0000 -0.2715 0.9624 *TM_SCALEAXISANG 0.0448 } *MESH { *TIMEVALUE 0 *MESH_NUMVERTEX 8 *MESH_NUMFACES 12 *MESH_VERTEX_LIST { *MESH_VERTEX 0 -4.9475 2.7600 5.7076 *MESH_VERTEX 1 3.7656 1.6506 3.4908 *MESH_VERTEX 2 -2.2588 -4.5679 0.5264 *MESH_VERTEX 3 3.6886 -3.0973 0.4473 *MESH_VERTEX 4 -1.7110 0.4159 -5.7075 *MESH_VERTEX 5 1.5316 0.0030 -4.8828 *MESH_VERTEX 6 -0.7240 -2.2739 -3.8056 *MESH_VERTEX 7 1.5037 -1.7230 -3.7763 } *MESH_FACE_LIST { *MESH_FACE 0: A: 1 B: 0 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0 *MESH_FACE 1: A: 2 B: 3 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0 *MESH_FACE 2: A: 5 B: 7 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 3: A: 6 B: 4 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 4: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 5: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 6: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 7: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 8: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 9: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 10: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 11: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 } *MESH_NUMTVERTEX 24 *MESH_TVERTLIST { *MESH_TVERT 0 0.2080 0.4999 0.0000 *MESH_TVERT 1 0.1445 0.5691 0.0000 *MESH_TVERT 2 0.2025 0.6617 0.0000 *MESH_TVERT 3 0.1547 0.6642 0.0000 *MESH_TVERT 4 0.9667 0.6349 0.6445 *MESH_TVERT 5 0.9576 0.6552 0.6560 *MESH_TVERT 6 0.9306 0.6547 0.6484 *MESH_TVERT 7 0.9336 0.6198 0.6252 *MESH_TVERT 8 0.3070 0.6769 0.8923 *MESH_TVERT 9 0.2480 0.5818 0.8677 *MESH_TVERT 10 0.0293 0.7516 0.6225 *MESH_TVERT 11 0.7115 0.6784 0.9650 *MESH_TVERT 12 0.3748 0.6198 0.9336 *MESH_TVERT 13 0.3516 0.6547 0.9306 *MESH_TVERT 14 0.0333 0.6445 0.6349 *MESH_TVERT 15 0.0664 0.6252 0.6198 *MESH_TVERT 16 0.1323 0.7520 0.5818 *MESH_TVERT 17 0.6560 0.6552 0.9576 *MESH_TVERT 18 0.6445 0.6349 0.9667 *MESH_TVERT 19 0.7516 0.6225 0.9707 *MESH_TVERT 20 0.9306 0.6484 0.6547 *MESH_TVERT 21 0.9576 0.6560 0.6552 *MESH_TVERT 22 0.9650 0.7115 0.6784 *MESH_TVERT 23 0.8923 0.6930 0.6769 } *MESH_NUMTVFACES 12 *MESH_TFACELIST { *MESH_TFACE 0 1 0 2 *MESH_TFACE 1 2 3 1 *MESH_TFACE 2 4 5 6 *MESH_TFACE 3 6 7 4 *MESH_TFACE 4 12 13 8 *MESH_TFACE 5 8 9 12 *MESH_TFACE 6 14 15 16 *MESH_TFACE 7 16 10 14 *MESH_TFACE 8 17 18 19 *MESH_TFACE 9 19 11 17 *MESH_TFACE 10 20 21 22 *MESH_TFACE 11 22 23 20 } *MESH_NORMALS { *MESH_FACENORMAL 0 0.8321 0.0000 0.5546 *MESH_VERTEXNORMAL 1 0.8321 0.0000 0.5546 *MESH_VERTEXNORMAL 0 0.8321 0.0000 0.5546 *MESH_VERTEXNORMAL 2 0.8321 0.0000 0.5546 *MESH_FACENORMAL 1 0.8321 0.0000 0.5546 *MESH_VERTEXNORMAL 2 0.8321 0.0000 0.5546 *MESH_VERTEXNORMAL 3 0.8321 0.0000 0.5546 *MESH_VERTEXNORMAL 1 0.8321 0.0000 0.5546 *MESH_FACENORMAL 2 -0.8321 0.0001 0.5546 *MESH_VERTEXNORMAL 5 -0.7491 -0.6492 -0.1320 *MESH_VERTEXNORMAL 7 -0.5842 -0.4274 0.6899 *MESH_VERTEXNORMAL 6 -0.6390 0.3340 0.6929 *MESH_FACENORMAL 3 -0.8321 0.0001 0.5546 *MESH_VERTEXNORMAL 6 -0.6390 0.3340 0.6929 *MESH_VERTEXNORMAL 4 -0.8617 0.2925 -0.4145 *MESH_VERTEXNORMAL 5 -0.7491 -0.6492 -0.1320 *MESH_FACENORMAL 4 -0.5295 0.7374 0.4194 *MESH_VERTEXNORMAL 4 -0.8617 0.2925 -0.4145 *MESH_VERTEXNORMAL 6 -0.6390 0.3340 0.6929 *MESH_VERTEXNORMAL 2 -0.4292 0.7673 0.4765 *MESH_FACENORMAL 5 -0.2325 0.9702 -0.0675 *MESH_VERTEXNORMAL 2 -0.4292 0.7673 0.4765 *MESH_VERTEXNORMAL 0 -0.3313 0.3086 -0.8917 *MESH_VERTEXNORMAL 4 -0.8617 0.2925 -0.4145 *MESH_FACENORMAL 6 -0.1538 -0.4099 -0.8991 *MESH_VERTEXNORMAL 5 -0.7491 -0.6492 -0.1320 *MESH_VERTEXNORMAL 4 -0.8617 0.2925 -0.4145 *MESH_VERTEXNORMAL 0 -0.3313 0.3086 -0.8917 *MESH_FACENORMAL 7 -0.2107 -0.3205 -0.9235 *MESH_VERTEXNORMAL 0 -0.3313 0.3086 -0.8917 *MESH_VERTEXNORMAL 1 -0.3161 -0.6499 -0.6912 *MESH_VERTEXNORMAL 5 -0.7491 -0.6492 -0.1320 *MESH_FACENORMAL 8 -0.2250 -0.8871 0.4031 *MESH_VERTEXNORMAL 7 -0.5842 -0.4274 0.6899 *MESH_VERTEXNORMAL 5 -0.7491 -0.6492 -0.1320 *MESH_VERTEXNORMAL 1 -0.3161 -0.6499 -0.6912 *MESH_FACENORMAL 9 -0.3860 -0.9225 0.0060 *MESH_VERTEXNORMAL 1 -0.3161 -0.6499 -0.6912 *MESH_VERTEXNORMAL 3 -0.5104 -0.7099 0.4854 *MESH_VERTEXNORMAL 7 -0.5842 -0.4274 0.6899 *MESH_FACENORMAL 10 -0.4046 0.0126 0.9144 *MESH_VERTEXNORMAL 6 -0.6390 0.3340 0.6929 *MESH_VERTEXNORMAL 7 -0.5842 -0.4274 0.6899 *MESH_VERTEXNORMAL 3 -0.5104 -0.7099 0.4854 *MESH_FACENORMAL 11 -0.3963 0.0229 0.9178 *MESH_VERTEXNORMAL 3 -0.5104 -0.7099 0.4854 *MESH_VERTEXNORMAL 2 -0.4292 0.7673 0.4765 *MESH_VERTEXNORMAL 6 -0.6390 0.3340 0.6929 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }