*3DSMAX_ASCIIEXPORT 200 *COMMENT "AsciiExport Version 2.00 - Sat Nov 12 18:05:37 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 "02" *NODE_TM { *NODE_NAME "02" *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 -4.1355 -12.2637 3.6172 *MESH_VERTEX 1 9.7133 -8.5529 3.6172 *MESH_VERTEX 2 -8.2714 3.1927 3.6202 *MESH_VERTEX 3 2.4367 11.8086 3.6202 *MESH_VERTEX 4 -2.5550 -9.5281 -3.6181 *MESH_VERTEX 5 6.7953 -7.0226 -3.6181 *MESH_VERTEX 6 -5.7374 2.3648 -3.6201 *MESH_VERTEX 7 1.3908 8.1002 -3.6201 } *MESH_FACE_LIST { *MESH_FACE 0: A: 3 B: 2 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 1 *MESH_FACE 1: A: 0 B: 1 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 1 *MESH_FACE 2: A: 7 B: 5 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 3: A: 4 B: 6 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 4: A: 4 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 5: A: 1 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 6: A: 6 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 7: A: 0 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 8: A: 7 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 9: A: 2 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 10: A: 5 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 *MESH_FACE 11: A: 3 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2 } *MESH_NUMTVERTEX 24 *MESH_TVERTLIST { *MESH_TVERT 0 0.0987 0.1620 0.5000 *MESH_TVERT 1 0.0005 0.2478 0.5000 *MESH_TVERT 2 0.0005 0.4954 0.5000 *MESH_TVERT 3 0.1124 0.4954 0.5000 *MESH_TVERT 4 -0.1313 1.0437 0.1901 *MESH_TVERT 5 -0.1159 1.2395 0.1943 *MESH_TVERT 6 -0.2302 1.2395 0.1636 *MESH_TVERT 7 -0.2302 1.0889 0.1636 *MESH_TVERT 8 -0.1101 0.2874 1.2668 *MESH_TVERT 9 -0.2795 0.2420 1.2668 *MESH_TVERT 10 0.7579 1.0711 -0.2795 *MESH_TVERT 11 1.1309 0.2819 1.0032 *MESH_TVERT 12 -0.2302 0.1636 1.2395 *MESH_TVERT 13 -0.1159 0.1943 1.2395 *MESH_TVERT 14 0.8364 1.0889 -0.2302 *MESH_TVERT 15 0.8364 1.2395 -0.2302 *MESH_TVERT 16 0.7580 1.2668 -0.2795 *MESH_TVERT 17 1.1313 0.1901 1.0437 *MESH_TVERT 18 1.2302 0.1636 1.0889 *MESH_TVERT 19 1.2795 0.2421 1.0711 *MESH_TVERT 20 0.1943 1.2395 -0.1159 *MESH_TVERT 21 0.1901 1.0437 -0.1313 *MESH_TVERT 22 0.2819 1.0032 -0.1309 *MESH_TVERT 23 0.2874 1.2668 -0.1101 } *MESH_NUMTVFACES 12 *MESH_TFACELIST { *MESH_TFACE 0 0 1 2 *MESH_TFACE 1 2 3 0 *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 1.0000 -0.0001 0.0002 *MESH_VERTEXNORMAL 3 1.0000 -0.0001 0.0002 *MESH_VERTEXNORMAL 2 1.0000 -0.0001 0.0002 *MESH_VERTEXNORMAL 0 1.0000 -0.0001 0.0002 *MESH_FACENORMAL 1 1.0000 -0.0000 0.0001 *MESH_VERTEXNORMAL 0 1.0000 -0.0000 0.0001 *MESH_VERTEXNORMAL 1 1.0000 -0.0000 0.0001 *MESH_VERTEXNORMAL 3 1.0000 -0.0000 0.0001 *MESH_FACENORMAL 2 -1.0000 -0.0000 0.0001 *MESH_VERTEXNORMAL 7 -0.7402 -0.3439 -0.5778 *MESH_VERTEXNORMAL 5 -0.7296 -0.5029 0.4635 *MESH_VERTEXNORMAL 4 -0.7281 0.4847 0.4846 *MESH_FACENORMAL 3 -1.0000 -0.0001 0.0002 *MESH_VERTEXNORMAL 4 -0.7281 0.4847 0.4846 *MESH_VERTEXNORMAL 6 -0.7316 0.5711 -0.3723 *MESH_VERTEXNORMAL 7 -0.7402 -0.3439 -0.5778 *MESH_FACENORMAL 4 -0.2949 -0.0000 0.9555 *MESH_VERTEXNORMAL 4 -0.7281 0.4847 0.4846 *MESH_VERTEXNORMAL 5 -0.7296 -0.5029 0.4635 *MESH_VERTEXNORMAL 1 -0.4144 -0.6692 0.6168 *MESH_FACENORMAL 5 -0.2949 -0.0000 0.9555 *MESH_VERTEXNORMAL 1 -0.4144 -0.6692 0.6168 *MESH_VERTEXNORMAL 0 -0.4001 0.6482 0.6479 *MESH_VERTEXNORMAL 4 -0.7281 0.4847 0.4846 *MESH_FACENORMAL 6 -0.2950 0.9555 -0.0003 *MESH_VERTEXNORMAL 6 -0.7316 0.5711 -0.3723 *MESH_VERTEXNORMAL 4 -0.7281 0.4847 0.4846 *MESH_VERTEXNORMAL 0 -0.4001 0.6482 0.6479 *MESH_FACENORMAL 7 -0.2948 0.9555 -0.0004 *MESH_VERTEXNORMAL 0 -0.4001 0.6482 0.6479 *MESH_VERTEXNORMAL 2 -0.3455 0.7861 -0.5125 *MESH_VERTEXNORMAL 6 -0.7316 0.5711 -0.3723 *MESH_FACENORMAL 8 -0.2948 0.3859 -0.8742 *MESH_VERTEXNORMAL 7 -0.7402 -0.3439 -0.5778 *MESH_VERTEXNORMAL 6 -0.7316 0.5711 -0.3723 *MESH_VERTEXNORMAL 2 -0.3455 0.7861 -0.5125 *MESH_FACENORMAL 9 -0.2948 0.3859 -0.8742 *MESH_VERTEXNORMAL 2 -0.3455 0.7861 -0.5125 *MESH_VERTEXNORMAL 3 -0.4698 -0.4514 -0.7586 *MESH_VERTEXNORMAL 7 -0.7402 -0.3439 -0.5778 *MESH_FACENORMAL 10 -0.2947 -0.9524 -0.0777 *MESH_VERTEXNORMAL 5 -0.7296 -0.5029 0.4635 *MESH_VERTEXNORMAL 7 -0.7402 -0.3439 -0.5778 *MESH_VERTEXNORMAL 3 -0.4698 -0.4514 -0.7586 *MESH_FACENORMAL 11 -0.2949 -0.9524 -0.0778 *MESH_VERTEXNORMAL 3 -0.4698 -0.4514 -0.7586 *MESH_VERTEXNORMAL 1 -0.4144 -0.6692 0.6168 *MESH_VERTEXNORMAL 5 -0.7296 -0.5029 0.4635 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }