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Quake_4_Alpha/q4xbase/models/debris/blockade/blockade04.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 18:06:09 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
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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 "04"
*NODE_TM {
*NODE_NAME "04"
*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 {
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*MESH_VERTEX 8 -8.8706 5.1922 -12.4975
*MESH_VERTEX 9 8.0214 -3.7101 -3.8530
}
*MESH_FACE_LIST {
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*MESH_FACE 1: A: 1 B: 2 C: 3 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
*MESH_FACE 2: A: 1 B: 3 C: 0 AB: 0 BC: 1 CA: 1 *MESH_SMOOTHING 3 *MESH_MTLID 0
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*MESH_FACE 4: A: 9 B: 6 C: 8 AB: 1 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 5: A: 9 B: 8 C: 7 AB: 0 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 2
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*MESH_FACE 7: A: 9 B: 7 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 8: A: 6 B: 9 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 9: A: 4 B: 1 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 10: A: 5 B: 6 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 11: A: 1 B: 0 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 12: A: 0 B: 3 C: 8 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 13: A: 8 B: 5 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 14: A: 7 B: 8 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
*MESH_FACE 15: A: 3 B: 2 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 2
}
*MESH_NUMTVERTEX 28
*MESH_TVERTLIST {
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*MESH_TVERT 1 0.3145 0.8816 0.0000
*MESH_TVERT 2 0.2080 0.4999 0.0000
*MESH_TVERT 3 0.3759 0.4999 0.0000
*MESH_TVERT 4 0.2482 0.8417 0.0000
*MESH_TVERT 5 0.6571 0.7188 0.4579
*MESH_TVERT 6 0.7029 0.6046 0.3914
*MESH_TVERT 7 0.9223 0.6046 0.4502
*MESH_TVERT 8 0.8411 0.7632 0.5379
*MESH_TVERT 9 0.7595 0.7816 0.5287
*MESH_TVERT 10 0.7521 0.5818 0.8676
*MESH_TVERT 11 0.6065 0.7827 0.8415
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*MESH_TVERT 13 0.6013 0.5761 0.7333
*MESH_TVERT 14 0.3863 0.6840 0.5818
*MESH_TVERT 15 0.4502 0.6046 0.9223
*MESH_TVERT 16 0.5379 0.7632 0.8411
*MESH_TVERT 17 0.7595 0.5287 0.7816
*MESH_TVERT 18 0.8411 0.5379 0.7632
*MESH_TVERT 19 0.8415 0.6065 0.7827
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*MESH_TVERT 21 0.7595 0.5287 0.7816
*MESH_TVERT 22 0.2971 0.3914 0.6046
*MESH_TVERT 23 0.0777 0.4502 0.6046
*MESH_TVERT 24 0.2971 0.3914 0.6046
*MESH_TVERT 25 0.1324 0.7521 0.5818
*MESH_TVERT 26 0.3887 0.4371 0.6575
*MESH_TVERT 27 0.4503 0.5527 0.6643
}
*MESH_NUMTVFACES 16
*MESH_TFACELIST {
*MESH_TFACE 0 1 4 2
*MESH_TFACE 1 1 2 3
*MESH_TFACE 2 1 3 0
*MESH_TFACE 3 9 5 6
*MESH_TFACE 4 8 9 6
*MESH_TFACE 5 8 6 7
*MESH_TFACE 6 10 11 16
*MESH_TFACE 7 16 15 10
*MESH_TFACE 8 17 18 19
*MESH_TFACE 9 19 12 17
*MESH_TFACE 10 20 21 12
*MESH_TFACE 11 12 13 20
*MESH_TFACE 12 27 14 22
*MESH_TFACE 13 22 26 27
*MESH_TFACE 14 23 24 14
*MESH_TFACE 15 14 25 23
}
*MESH_NORMALS {
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*MESH_VERTEXNORMAL 1 0.8321 0.0000 0.5546
*MESH_VERTEXNORMAL 4 0.8321 0.0001 0.5546
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*MESH_VERTEXNORMAL 5 -0.5585 0.6858 0.4666
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}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
}