*3DSMAX_ASCIIEXPORT 200 *COMMENT "AsciiExport Version 2.00 - Fri Mar 30 13:58:43 2001" *SCENE { *SCENE_FILENAME "Crash Shanty1Enc.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 0.0431 0.0431 0.0431 } *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL 0 { *MATERIAL_NAME "shanty" *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 "\\aas1\mc2\Art\MC2_SetPieces\BanditBase\A_CrashShanty.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 "CrashShanty1" *NODE_TM { *NODE_NAME "CrashShanty1" *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 16 *MESH_NUMFACES 12 *MESH_VERTEX_LIST { *MESH_VERTEX 0 -14.1844 -14.1844 0.0000 *MESH_VERTEX 1 14.1844 -14.1844 0.0000 *MESH_VERTEX 2 -14.1844 14.1844 0.0000 *MESH_VERTEX 3 14.1844 14.1844 0.0000 *MESH_VERTEX 4 -14.1844 -14.1844 20.1413 *MESH_VERTEX 5 14.1844 -14.1844 20.1413 *MESH_VERTEX 6 -14.1844 14.1844 10.7403 *MESH_VERTEX 7 14.1844 14.1844 10.7403 *MESH_VERTEX 8 -17.4468 -17.4468 21.4644 *MESH_VERTEX 9 17.4468 -17.4468 21.4644 *MESH_VERTEX 10 -17.4468 17.4468 9.7353 *MESH_VERTEX 11 17.4468 17.4468 9.7353 *MESH_VERTEX 12 -17.4468 -17.4468 21.4644 *MESH_VERTEX 13 17.4468 -17.4468 21.4644 *MESH_VERTEX 14 17.4468 17.4468 9.7353 *MESH_VERTEX 15 -17.4468 17.4468 9.7353 } *MESH_FACE_LIST { *MESH_FACE 0: A: 8 B: 9 C: 11 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0 *MESH_FACE 1: A: 11 B: 10 C: 8 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0 *MESH_FACE 2: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4 *MESH_FACE 3: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4 *MESH_FACE 4: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3 *MESH_FACE 5: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3 *MESH_FACE 6: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5 *MESH_FACE 7: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5 *MESH_FACE 8: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2 *MESH_FACE 9: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2 *MESH_FACE 10: A: 13 B: 12 C: 14 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 3 *MESH_MTLID 0 *MESH_FACE 11: A: 15 B: 14 C: 12 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 3 *MESH_MTLID 0 } *MESH_NUMTVERTEX 28 *MESH_TVERTLIST { *MESH_TVERT 0 0.0071 0.2647 0.5000 *MESH_TVERT 1 0.4977 0.2647 0.5000 *MESH_TVERT 2 0.4977 0.7540 0.5000 *MESH_TVERT 3 0.0071 0.7540 0.5000 *MESH_TVERT 4 0.0051 -0.0016 0.5000 *MESH_TVERT 5 0.5034 -0.0016 0.5000 *MESH_TVERT 6 0.5034 0.2627 0.5000 *MESH_TVERT 7 0.0051 0.4638 0.5000 *MESH_TVERT 8 0.5027 0.0015 0.5000 *MESH_TVERT 9 0.0009 0.0015 0.5000 *MESH_TVERT 10 0.0009 0.4764 0.5000 *MESH_TVERT 11 0.5027 0.2609 0.5000 *MESH_TVERT 12 0.5044 0.0016 0.5000 *MESH_TVERT 13 1.0043 0.0016 0.5000 *MESH_TVERT 14 1.0043 0.2590 0.5000 *MESH_TVERT 15 0.5044 0.2590 0.5000 *MESH_TVERT 16 0.5091 0.2589 0.0000 *MESH_TVERT 17 0.9915 0.2589 0.0000 *MESH_TVERT 18 0.9915 0.7466 0.0000 *MESH_TVERT 19 0.9915 0.7466 0.0000 *MESH_TVERT 20 0.5091 0.7466 0.0000 *MESH_TVERT 21 0.5091 0.2589 0.0000 *MESH_TVERT 22 0.5091 0.2589 0.0000 *MESH_TVERT 23 0.9915 0.2589 0.0000 *MESH_TVERT 24 0.9915 0.7466 0.0000 *MESH_TVERT 25 0.9915 0.7466 0.0000 *MESH_TVERT 26 0.5091 0.7466 0.0000 *MESH_TVERT 27 0.5091 0.2589 0.0000 } *MESH_NUMTVFACES 12 *MESH_TFACELIST { *MESH_TFACE 0 16 17 18 *MESH_TFACE 1 19 20 21 *MESH_TFACE 2 0 1 2 *MESH_TFACE 3 2 3 0 *MESH_TFACE 4 4 5 6 *MESH_TFACE 5 6 7 4 *MESH_TFACE 6 12 13 14 *MESH_TFACE 7 14 15 12 *MESH_TFACE 8 8 9 10 *MESH_TFACE 9 10 11 8 *MESH_TFACE 10 23 22 24 *MESH_TFACE 11 26 25 27 } *MESH_NUMCVERTEX 16 *MESH_CVERTLIST { *MESH_VERTCOL 0 0.0000 1.0000 0.0000 *MESH_VERTCOL 1 0.0000 1.0000 0.0000 *MESH_VERTCOL 2 0.0000 1.0000 0.0000 *MESH_VERTCOL 3 0.0000 1.0000 0.0000 *MESH_VERTCOL 4 0.0000 0.0000 0.0000 *MESH_VERTCOL 5 0.0000 0.0000 0.0000 *MESH_VERTCOL 6 0.0000 0.0000 0.0000 *MESH_VERTCOL 7 0.0000 0.0000 0.0000 *MESH_VERTCOL 8 0.0000 0.0000 0.0000 *MESH_VERTCOL 9 0.0000 0.0000 0.0000 *MESH_VERTCOL 10 0.0000 0.0000 0.0000 *MESH_VERTCOL 11 0.0000 0.0000 0.0000 *MESH_VERTCOL 12 0.0000 0.0000 0.0000 *MESH_VERTCOL 13 0.0000 0.0000 0.0000 *MESH_VERTCOL 14 0.0000 0.0000 0.0000 *MESH_VERTCOL 15 0.0000 0.0000 0.0000 } *MESH_NUMCVFACES 12 *MESH_CFACELIST { *MESH_CFACE 0 8 9 11 *MESH_CFACE 1 11 10 8 *MESH_CFACE 2 0 1 5 *MESH_CFACE 3 5 4 0 *MESH_CFACE 4 1 3 7 *MESH_CFACE 5 7 5 1 *MESH_CFACE 6 3 2 6 *MESH_CFACE 7 6 7 3 *MESH_CFACE 8 2 0 4 *MESH_CFACE 9 4 6 2 *MESH_CFACE 10 13 12 14 *MESH_CFACE 11 15 14 12 } *MESH_NORMALS { *MESH_FACENORMAL 0 0.0000 0.3186 0.9479 *MESH_VERTEXNORMAL 8 0.0000 0.3186 0.9479 *MESH_VERTEXNORMAL 9 0.0000 0.3186 0.9479 *MESH_VERTEXNORMAL 11 0.0000 0.3186 0.9479 *MESH_FACENORMAL 1 0.0000 0.3186 0.9479 *MESH_VERTEXNORMAL 11 0.0000 0.3186 0.9479 *MESH_VERTEXNORMAL 10 0.0000 0.3186 0.9479 *MESH_VERTEXNORMAL 8 0.0000 0.3186 0.9479 *MESH_FACENORMAL 2 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 1 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000 *MESH_FACENORMAL 3 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 4 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000 *MESH_FACENORMAL 4 1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 3 1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000 *MESH_FACENORMAL 5 1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 5 1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000 *MESH_FACENORMAL 6 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 2 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000 *MESH_FACENORMAL 7 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 7 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000 *MESH_FACENORMAL 8 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 0 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 4 -1.0000 0.0000 0.0000 *MESH_FACENORMAL 9 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 4 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 6 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000 *MESH_FACENORMAL 10 0.0000 -0.3186 -0.9479 *MESH_VERTEXNORMAL 13 0.0000 -0.3186 -0.9479 *MESH_VERTEXNORMAL 12 0.0000 -0.3186 -0.9479 *MESH_VERTEXNORMAL 14 0.0000 -0.3186 -0.9479 *MESH_FACENORMAL 11 0.0000 -0.3186 -0.9479 *MESH_VERTEXNORMAL 15 0.0000 -0.3186 -0.9479 *MESH_VERTEXNORMAL 14 0.0000 -0.3186 -0.9479 *MESH_VERTEXNORMAL 12 0.0000 -0.3186 -0.9479 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }