*3DSMAX_ASCIIEXPORT 200 *COMMENT "AsciiExport Version 2.00 - Tue Dec 19 12:07:11 2000" *SCENE { *SCENE_FILENAME "cactus4L1.max" *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 100 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0.4784 0.4784 0.4784 *SCENE_AMBIENT_STATIC 0.0431 0.0431 0.0431 } *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL 0 { *MATERIAL_NAME "Cactus LOD" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.0667 0.1843 0.0588 *MATERIAL_DIFFUSE 0.2000 0.5529 0.1765 *MATERIAL_SPECULAR 0.9000 0.9000 0.9000 *MATERIAL_SHINE 0.2500 *MATERIAL_SHINESTRENGTH 0.0500 *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 #2" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "\\AAS1\MC2\Art\MC2_Trees\TreeLODs\A_Cactus&JoshuaL1.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 "CactusLOD" *NODE_TM { *NODE_NAME "CactusLOD" *INHERIT_POS 0 0 0 *INHERIT_ROT 0 0 0 *INHERIT_SCL 0 0 0 *TM_ROW0 1.0000 0.0000 0.0000 *TM_ROW1 0.0000 1.0000 0.0000 *TM_ROW2 0.0000 0.0000 1.0000 *TM_ROW3 -0.0000 -0.0000 19.7929 *TM_POS -0.0000 -0.0000 19.7929 *TM_ROTAXIS 0.0000 0.0000 0.0000 *TM_ROTANGLE 0.0000 *TM_SCALE 1.0000 1.0000 1.0000 *TM_SCALEAXIS 0.0000 0.0000 0.0000 *TM_SCALEAXISANG 0.0000 } *MESH { *TIMEVALUE 0 *MESH_NUMVERTEX 9 *MESH_NUMFACES 4 *MESH_VERTEX_LIST { *MESH_VERTEX 0 -9.8099 -0.0000 -0.0497 *MESH_VERTEX 1 -0.1086 0.0000 36.5564 *MESH_VERTEX 2 9.5928 -0.0000 -0.0497 *MESH_VERTEX 3 -0.1086 -9.7014 -0.0497 *MESH_VERTEX 4 -0.1086 9.7014 -0.0497 *MESH_VERTEX 5 -0.1086 9.7014 -0.0497 *MESH_VERTEX 6 -0.1086 -9.7014 -0.0497 *MESH_VERTEX 7 9.5928 -0.0000 -0.0497 *MESH_VERTEX 8 -9.8099 -0.0000 -0.0497 } *MESH_FACE_LIST { *MESH_FACE 0: A: 2 B: 0 C: 1 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 0 *MESH_FACE 1: A: 8 B: 7 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0 *MESH_FACE 2: A: 4 B: 3 C: 1 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 0 *MESH_FACE 3: A: 6 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0 } *MESH_NUMTVERTEX 12 *MESH_TVERTLIST { *MESH_TVERT 0 0.6137 0.5055 0.5000 *MESH_TVERT 1 0.4985 0.9963 0.5000 *MESH_TVERT 2 0.3832 0.5055 0.5000 *MESH_TVERT 3 0.6137 0.5055 0.5000 *MESH_TVERT 4 0.3832 0.5055 0.5000 *MESH_TVERT 5 0.6137 0.5055 0.5000 *MESH_TVERT 6 0.3832 0.5055 0.5000 *MESH_TVERT 7 0.6137 0.5055 0.5000 *MESH_TVERT 8 0.3832 0.5055 0.5000 *MESH_TVERT 9 0.4985 0.9963 0.5000 *MESH_TVERT 10 0.4985 0.9963 0.5000 *MESH_TVERT 11 0.4985 0.9963 0.5000 } *MESH_NUMTVFACES 4 *MESH_TFACELIST { *MESH_TFACE 0 2 0 9 *MESH_TFACE 1 8 7 10 *MESH_TFACE 2 4 3 11 *MESH_TFACE 3 6 5 1 } *MESH_NUMCVERTEX 0 *MESH_NORMALS { *MESH_FACENORMAL 0 0.0000 1.0000 -0.0000 *MESH_VERTEXNORMAL 2 0.0000 1.0000 -0.0000 *MESH_VERTEXNORMAL 0 0.0000 1.0000 -0.0000 *MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000 *MESH_FACENORMAL 1 -0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 8 -0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 7 -0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000 *MESH_FACENORMAL 2 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 4 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 3 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000 *MESH_FACENORMAL 3 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 6 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 5 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }