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Quake_4_Alpha/q4xbase/models/debris/blockade/blockade03.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 18:05:54 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
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*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
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*UVW_BLUR_OFFSET 0.0000
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*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
}
*GEOMOBJECT {
*NODE_NAME "03"
*NODE_TM {
*NODE_NAME "03"
*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 10
*MESH_NUMFACES 16
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 14.3204 -4.4451 4.1544
*MESH_VERTEX 1 -12.2379 -3.3478 4.1558
*MESH_VERTEX 2 -8.0076 -10.4281 4.1544
*MESH_VERTEX 3 10.1844 11.0113 4.1573
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*MESH_VERTEX 7 -6.9554 -7.8340 -4.1552
*MESH_VERTEX 8 8.6080 8.2644 -4.1572
*MESH_VERTEX 9 -3.7413 4.8848 -4.1572
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 1 B: 2 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 1
*MESH_FACE 1: A: 1 B: 0 C: 3 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 1
*MESH_FACE 2: A: 1 B: 3 C: 4 AB: 0 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 1
*MESH_FACE 3: A: 6 B: 9 C: 8 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 4: A: 6 B: 8 C: 5 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 5: A: 6 B: 5 C: 7 AB: 0 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 6: A: 5 B: 8 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 7: A: 3 B: 0 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 8: A: 7 B: 5 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 9: A: 0 B: 2 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 10: A: 6 B: 7 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 11: A: 2 B: 1 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 12: A: 9 B: 6 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 13: A: 1 B: 4 C: 9 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 14: A: 8 B: 9 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 15: A: 4 B: 3 C: 8 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
}
*MESH_NUMTVERTEX 29
*MESH_TVERTLIST {
*MESH_TVERT 0 0.5030 0.3727 0.5000
*MESH_TVERT 1 0.5206 0.4954 0.5000
*MESH_TVERT 2 0.7009 0.4954 0.5000
*MESH_TVERT 3 0.7010 0.2478 0.5000
*MESH_TVERT 4 0.5773 0.2491 0.5000
*MESH_TVERT 5 0.5376 1.1794 0.3557
*MESH_TVERT 6 0.6297 1.0994 0.3804
*MESH_TVERT 7 0.7810 1.0986 0.4209
*MESH_TVERT 8 0.7809 1.2395 0.4210
*MESH_TVERT 9 0.5541 1.2395 0.3602
*MESH_TVERT 10 0.5263 1.0711 0.7810
*MESH_TVERT 11 0.5262 1.2668 0.7810
*MESH_TVERT 12 0.5079 0.4530 1.2668
*MESH_TVERT 13 0.5541 1.1698 0.4812
*MESH_TVERT 14 0.4063 0.4761 1.0722
*MESH_TVERT 15 0.4210 1.2395 0.7809
*MESH_TVERT 16 0.4209 1.0986 0.7810
*MESH_TVERT 17 0.5541 0.3602 1.2395
*MESH_TVERT 18 0.7809 0.4210 1.2395
*MESH_TVERT 19 0.7810 0.5262 1.2668
*MESH_TVERT 20 0.6443 1.1794 0.5376
*MESH_TVERT 21 0.6398 1.2395 0.5541
*MESH_TVERT 22 0.5470 1.2668 0.5079
*MESH_TVERT 23 0.3703 0.3804 1.0994
*MESH_TVERT 24 0.4624 0.3557 1.1794
*MESH_TVERT 25 0.5188 0.4459 1.1698
*MESH_TVERT 26 0.2190 0.4209 1.0986
*MESH_TVERT 27 0.3703 0.3804 1.0994
*MESH_TVERT 28 0.2190 0.5263 1.0711
}
*MESH_NUMTVFACES 16
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 0 2 3
*MESH_TFACE 2 0 3 4
*MESH_TFACE 3 5 6 7
*MESH_TFACE 4 5 7 8
*MESH_TFACE 5 5 8 9
*MESH_TFACE 6 15 16 10
*MESH_TFACE 7 10 11 15
*MESH_TFACE 8 17 18 19
*MESH_TFACE 9 19 12 17
*MESH_TFACE 10 20 21 22
*MESH_TFACE 11 22 13 20
*MESH_TFACE 12 23 24 25
*MESH_TFACE 13 25 14 23
*MESH_TFACE 14 26 27 14
*MESH_TFACE 15 14 28 26
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 1.0000 -0.0000 0.0002
*MESH_VERTEXNORMAL 1 1.0000 -0.0000 0.0002
*MESH_VERTEXNORMAL 2 1.0000 -0.0000 0.0002
*MESH_VERTEXNORMAL 0 1.0000 -0.0000 0.0002
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*MESH_VERTEXNORMAL 1 1.0000 -0.0000 0.0002
*MESH_VERTEXNORMAL 0 1.0000 -0.0000 0.0002
*MESH_VERTEXNORMAL 3 1.0000 -0.0000 0.0002
*MESH_FACENORMAL 2 1.0000 -0.0000 0.0002
*MESH_VERTEXNORMAL 1 1.0000 -0.0000 0.0002
*MESH_VERTEXNORMAL 3 1.0000 -0.0000 0.0002
*MESH_VERTEXNORMAL 4 1.0000 -0.0000 0.0002
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*MESH_VERTEXNORMAL 6 -0.7166 0.6667 -0.2048
*MESH_VERTEXNORMAL 9 -0.7386 0.2321 -0.6329
*MESH_VERTEXNORMAL 8 -0.7108 -0.4962 -0.4986
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*MESH_VERTEXNORMAL 6 -0.7166 0.6667 -0.2048
*MESH_VERTEXNORMAL 8 -0.7108 -0.4962 -0.4986
*MESH_VERTEXNORMAL 5 -0.7107 -0.4974 0.4975
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*MESH_VERTEXNORMAL 5 -0.7107 -0.4974 0.4975
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}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
}