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Quake_4_Alpha/q4xbase/models/debris/ice/ice03.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 15:55:40 2005"
*SCENE {
*SCENE_FILENAME "debris_ice.max"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 300
*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 "08 - Default"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*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 #169"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "C:\Ritual\Q4X\game\q4xbase\common\freezegib\ice01.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 "03"
*NODE_TM {
*NODE_NAME "03"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 0.4648 0.0000 0.0000
*TM_ROW1 0.0000 0.4648 0.0000
*TM_ROW2 0.0000 0.0000 0.4648
*TM_ROW3 0.0000 0.0000 0.0000
*TM_POS 0.0000 0.0000 0.0000
*TM_ROTAXIS 0.0000 0.0000 0.0000
*TM_ROTANGLE 0.0000
*TM_SCALE 0.4648 0.4648 0.4648
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 7
*MESH_NUMFACES 10
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 -10.1395 0.1846 3.1168
*MESH_VERTEX 1 -9.3778 0.8991 -3.1168
*MESH_VERTEX 2 10.5321 -1.1074 1.7000
*MESH_VERTEX 3 -5.3985 -4.2290 -0.3495
*MESH_VERTEX 4 9.7185 0.6584 -1.7189
*MESH_VERTEX 5 0.8281 3.8634 3.0417
*MESH_VERTEX 6 4.6342 -5.0057 -0.6987
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 6 B: 2 C: 0 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 1: A: 1 B: 5 C: 4 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 2: A: 1 B: 4 C: 6 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 3: A: 1 B: 3 C: 0 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 4: A: 5 B: 2 C: 4 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 5: A: 2 B: 6 C: 4 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 6: A: 5 B: 1 C: 0 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 7: A: 5 B: 0 C: 2 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 8: A: 1 B: 6 C: 3 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 9: A: 0 B: 3 C: 6 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
}
*MESH_NUMTVERTEX 13
*MESH_TVERTLIST {
*MESH_TVERT 0 13.7056 -2.5605 0.0000
*MESH_TVERT 1 13.7317 -2.5680 0.0000
*MESH_TVERT 2 13.8442 -2.6388 0.0000
*MESH_TVERT 3 -11.8242 -5.6827 0.0000
*MESH_TVERT 4 -11.9331 -5.7618 0.0000
*MESH_TVERT 5 13.7620 -2.5480 0.0000
*MESH_TVERT 6 13.8189 -2.6483 0.0000
*MESH_TVERT 7 13.7412 -2.6387 0.0000
*MESH_TVERT 8 13.8232 -2.5924 0.0000
*MESH_TVERT 9 -11.8713 -5.6755 0.0000
*MESH_TVERT 10 -11.9209 -5.7842 0.0000
*MESH_TVERT 11 -11.8635 -5.7465 0.0000
*MESH_TVERT 12 -11.9238 -5.7143 0.0000
}
*MESH_NUMTVFACES 10
*MESH_TFACELIST {
*MESH_TFACE 0 12 4 3
*MESH_TFACE 1 1 7 6
*MESH_TFACE 2 1 6 8
*MESH_TFACE 3 1 5 0
*MESH_TFACE 4 11 4 10
*MESH_TFACE 5 2 8 6
*MESH_TFACE 6 7 1 0
*MESH_TFACE 7 11 3 4
*MESH_TFACE 8 1 8 5
*MESH_TFACE 9 3 9 12
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 0.0230 -0.5489 0.8356
*MESH_VERTEXNORMAL 6 0.1935 -0.9668 -0.1669
*MESH_VERTEXNORMAL 2 0.8685 -0.1614 0.4686
*MESH_VERTEXNORMAL 0 -0.7930 0.0670 0.6055
*MESH_FACENORMAL 1 0.0472 0.8672 -0.4957
*MESH_VERTEXNORMAL 1 -0.6823 0.2545 -0.6853
*MESH_VERTEXNORMAL 5 0.0877 0.8231 0.5611
*MESH_VERTEXNORMAL 4 0.7195 0.3583 -0.5949
*MESH_FACENORMAL 2 0.0680 -0.2357 -0.9695
*MESH_VERTEXNORMAL 1 -0.6823 0.2545 -0.6853
*MESH_VERTEXNORMAL 4 0.7195 0.3583 -0.5949
*MESH_VERTEXNORMAL 6 0.1935 -0.9668 -0.1669
*MESH_FACENORMAL 3 -0.7340 -0.6587 -0.1652
*MESH_VERTEXNORMAL 1 -0.6823 0.2545 -0.6853
*MESH_VERTEXNORMAL 3 -0.2603 -0.9632 -0.0664
*MESH_VERTEXNORMAL 0 -0.7930 0.0670 0.6055
*MESH_FACENORMAL 4 0.4668 0.8261 0.3156
*MESH_VERTEXNORMAL 5 0.0877 0.8231 0.5611
*MESH_VERTEXNORMAL 2 0.8685 -0.1614 0.4686
*MESH_VERTEXNORMAL 4 0.7195 0.3583 -0.5949
*MESH_FACENORMAL 5 0.6116 -0.6342 -0.4731
*MESH_VERTEXNORMAL 2 0.8685 -0.1614 0.4686
*MESH_VERTEXNORMAL 6 0.1935 -0.9668 -0.1669
*MESH_VERTEXNORMAL 4 0.7195 0.3583 -0.5949
*MESH_FACENORMAL 6 -0.3168 0.9459 0.0697
*MESH_VERTEXNORMAL 5 0.0877 0.8231 0.5611
*MESH_VERTEXNORMAL 1 -0.6823 0.2545 -0.6853
*MESH_VERTEXNORMAL 0 -0.7930 0.0670 0.6055
*MESH_FACENORMAL 7 0.0581 -0.1529 0.9865
*MESH_VERTEXNORMAL 5 0.0877 0.8231 0.5611
*MESH_VERTEXNORMAL 0 -0.7930 0.0670 0.6055
*MESH_VERTEXNORMAL 2 0.8685 -0.1614 0.4686
*MESH_FACENORMAL 8 -0.0696 -0.5151 -0.8543
*MESH_VERTEXNORMAL 1 -0.6823 0.2545 -0.6853
*MESH_VERTEXNORMAL 6 0.1935 -0.9668 -0.1669
*MESH_VERTEXNORMAL 3 -0.2603 -0.9632 -0.0664
*MESH_FACENORMAL 9 -0.0220 -0.6320 0.7747
*MESH_VERTEXNORMAL 0 -0.7930 0.0670 0.6055
*MESH_VERTEXNORMAL 3 -0.2603 -0.9632 -0.0664
*MESH_VERTEXNORMAL 6 0.1935 -0.9668 -0.1669
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
}