*3DSMAX_ASCIIEXPORT 200 *COMMENT "AsciiExport Version 2.00 - Thu Sep 07 15:47:17 2000" *SCENE { *SCENE_FILENAME "ShantyFenceDiag.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 "FENCE" *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 "ShantyFenceDiag" *NODE_TM { *NODE_NAME "ShantyFenceDiag" *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 8 *MESH_NUMFACES 4 *MESH_VERTEX_LIST { *MESH_VERTEX 0 -60.3003 -0.0493 0.0032 *MESH_VERTEX 1 -0.0087 -0.0313 0.0053 *MESH_VERTEX 2 -60.3003 -0.0493 11.7103 *MESH_VERTEX 3 -0.0087 -0.0313 11.6828 *MESH_VERTEX 4 -60.3003 -0.0493 11.7103 *MESH_VERTEX 5 -60.3003 -0.0493 0.0032 *MESH_VERTEX 6 -0.0087 -0.0313 11.6828 *MESH_VERTEX 7 -0.0087 -0.0313 0.0053 } *MESH_FACE_LIST { *MESH_FACE 0: A: 2 B: 0 C: 3 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 0 *MESH_FACE 1: A: 1 B: 3 C: 0 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 0 *MESH_FACE 2: A: 5 B: 4 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0 *MESH_FACE 3: A: 6 B: 7 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0 } *MESH_NUMTVERTEX 8 *MESH_TVERTLIST { *MESH_TVERT 0 0.0005 0.7541 0.9995 *MESH_TVERT 1 1.3761 0.7541 0.0005 *MESH_TVERT 2 0.0005 0.9995 0.9995 *MESH_TVERT 3 1.3761 0.9995 0.0005 *MESH_TVERT 4 0.0005 0.9995 0.9995 *MESH_TVERT 5 0.0005 0.7541 0.9995 *MESH_TVERT 6 1.3761 0.9995 0.0005 *MESH_TVERT 7 1.3761 0.7541 0.0005 } *MESH_NUMTVFACES 4 *MESH_TFACELIST { *MESH_TFACE 0 2 0 3 *MESH_TFACE 1 1 3 0 *MESH_TFACE 2 5 4 6 *MESH_TFACE 3 6 7 5 } *MESH_NUMCVERTEX 8 *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 0.0000 0.0000 *MESH_VERTCOL 3 0.0000 0.0000 0.0000 *MESH_VERTCOL 4 0.0000 0.0000 0.0000 *MESH_VERTCOL 5 0.0000 1.0000 0.0000 *MESH_VERTCOL 6 0.0000 0.0000 0.0000 *MESH_VERTCOL 7 0.0000 1.0000 0.0000 } *MESH_NUMCVFACES 4 *MESH_CFACELIST { *MESH_CFACE 0 2 0 3 *MESH_CFACE 1 1 3 0 *MESH_CFACE 2 5 4 6 *MESH_CFACE 3 6 7 5 } *MESH_NORMALS { *MESH_FACENORMAL 0 0.0003 -1.0000 0.0000 *MESH_VERTEXNORMAL 2 0.0003 -1.0000 0.0000 *MESH_VERTEXNORMAL 0 0.0003 -1.0000 -0.0000 *MESH_VERTEXNORMAL 3 0.0003 -1.0000 -0.0000 *MESH_FACENORMAL 1 0.0003 -1.0000 -0.0000 *MESH_VERTEXNORMAL 1 0.0003 -1.0000 -0.0000 *MESH_VERTEXNORMAL 3 0.0003 -1.0000 -0.0000 *MESH_VERTEXNORMAL 0 0.0003 -1.0000 -0.0000 *MESH_FACENORMAL 2 -0.0003 1.0000 -0.0000 *MESH_VERTEXNORMAL 5 -0.0003 1.0000 0.0000 *MESH_VERTEXNORMAL 4 -0.0003 1.0000 -0.0000 *MESH_VERTEXNORMAL 6 -0.0003 1.0000 0.0000 *MESH_FACENORMAL 3 -0.0003 1.0000 0.0000 *MESH_VERTEXNORMAL 6 -0.0003 1.0000 0.0000 *MESH_VERTEXNORMAL 7 -0.0003 1.0000 0.0000 *MESH_VERTEXNORMAL 5 -0.0003 1.0000 0.0000 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }