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Quake_4_Alpha/q4xbase/models/debris/blockade/blockade01.ase
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2026-08-06 14:45:27 -07:00

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*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
}