*3DSMAX_ASCIIEXPORT 200 *COMMENT "AsciiExport Version 2.00 - Tue Mar 21 08:04:50 2000" *SCENE { *SCENE_FILENAME "Compass.max" *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 100 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000 *SCENE_AMBIENT_STATIC 0.2588 0.2941 0.3529 } *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL 0 { *MATERIAL_NAME "Material #1" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.1791 0.0654 0.0654 *MATERIAL_DIFFUSE 0.5373 0.1961 0.1961 *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 #1" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "I:\3dsmax31\Scenes\MC2_HUD\A_Compass.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 } *MAP_OPACITY { *MAP_NAME "Map #1" *MAP_CLASS "Bitmap" *MAP_SUBNO 6 *MAP_AMOUNT 1.0000 *BITMAP "I:\3dsmax31\Scenes\MC2_HUD\A_Compass.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 "compassplane" *NODE_TM { *NODE_NAME "compassplane" *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 0.0000 *TM_POS 0.0000 0.0000 0.0000 *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 4 *MESH_NUMFACES 2 *MESH_VERTEX_LIST { *MESH_VERTEX 0 -177.2727 -177.2727 0.0000 *MESH_VERTEX 1 177.2727 177.2727 0.0000 *MESH_VERTEX 2 -177.2727 177.2727 0.0000 *MESH_VERTEX 3 177.2727 -177.2727 0.0000 } *MESH_FACE_LIST { *MESH_FACE 0: A: 0 B: 1 C: 2 AB: 0 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 1: A: 0 B: 3 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 0 } *MESH_NUMTVERTEX 4 *MESH_TVERTLIST { *MESH_TVERT 0 0.0005 0.0005 0.5000 *MESH_TVERT 1 0.9995 0.9995 0.5000 *MESH_TVERT 2 0.0005 0.9995 0.5000 *MESH_TVERT 3 0.9995 0.0005 0.5000 } *MESH_NUMTVFACES 2 *MESH_TFACELIST { *MESH_TFACE 0 0 1 2 *MESH_TFACE 1 0 3 1 } *MESH_NUMCVERTEX 4 *MESH_CVERTLIST { *MESH_VERTCOL 0 1.0000 1.0000 1.0000 *MESH_VERTCOL 1 1.0000 1.0000 1.0000 *MESH_VERTCOL 2 1.0000 1.0000 1.0000 *MESH_VERTCOL 3 1.0000 1.0000 1.0000 } *MESH_NUMCVFACES 2 *MESH_CFACELIST { *MESH_CFACE 0 0 1 2 *MESH_CFACE 1 0 3 1 } *MESH_NORMALS { *MESH_FACENORMAL 0 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 0 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 1 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 2 0.0000 0.0000 1.0000 *MESH_FACENORMAL 1 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 0 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 3 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 1 0.0000 0.0000 1.0000 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }