*3DSMAX_ASCIIEXPORT 200 *COMMENT "AsciiExport Version 2.00 - Mon Mar 19 13:50:43 2001" *SCENE { *SCENE_FILENAME "L_BannerDam.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 "banner" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.0641 0.1582 0.1817 *MATERIAL_DIFFUSE 0.1922 0.4745 0.5451 *MATERIAL_SPECULAR 0.9000 0.9000 0.9000 *MATERIAL_SHINE 0.0000 *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 #3" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "\\aas1\MC2\Art\MC2_SetPieces\Liao_Palace\A_banners.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 "Box90" *NODE_TM { *NODE_NAME "Box90" *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 0.7337 *TM_POS 0.0000 -0.0000 0.7337 *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 14.1088 -0.2557 2.2378 *MESH_VERTEX 1 -14.1088 -0.2557 2.2378 *MESH_VERTEX 2 14.1088 69.0664 2.2378 *MESH_VERTEX 3 -14.1088 69.0664 2.2378 } *MESH_FACE_LIST { *MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1 *MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1 } *MESH_NUMTVERTEX 4 *MESH_TVERTLIST { *MESH_TVERT 0 0.0000 0.0000 0.0000 *MESH_TVERT 1 0.3349 0.0000 0.0000 *MESH_TVERT 2 0.0000 1.0000 0.0000 *MESH_TVERT 3 0.3349 1.0000 0.0000 } *MESH_NUMTVFACES 2 *MESH_TFACELIST { *MESH_TFACE 0 1 3 2 *MESH_TFACE 1 2 0 1 } *MESH_NUMCVERTEX 0 *MESH_NORMALS { *MESH_FACENORMAL 0 -0.0000 -0.0000 1.0000 *MESH_VERTEXNORMAL 0 -0.0000 -0.0000 1.0000 *MESH_VERTEXNORMAL 2 -0.0000 -0.0000 1.0000 *MESH_VERTEXNORMAL 3 -0.0000 -0.0000 1.0000 *MESH_FACENORMAL 1 -0.0000 -0.0000 1.0000 *MESH_VERTEXNORMAL 3 -0.0000 -0.0000 1.0000 *MESH_VERTEXNORMAL 1 -0.0000 -0.0000 1.0000 *MESH_VERTEXNORMAL 0 -0.0000 -0.0000 1.0000 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }