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Quake_4_Alpha/q4xbase/models/debris/blockade/blockade02.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 18:05:37 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
}