*3DSMAX_ASCIIEXPORT 200 *COMMENT "AsciiExport Version 2.00 - Tue Mar 21 22:31:00 2000" *SCENE { *SCENE_FILENAME "TentDam.max" *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 100 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0.4902 0.4902 0.4902 *SCENE_AMBIENT_STATIC 0.0431 0.0431 0.0431 } *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL 0 { *MATERIAL_NAME "Tent1" *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 "Tentdamaged" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "C:\3dsmax3_1\Scenes\Small Stuff\A_TGA\A_TentDam.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 "Tentdamaged" *NODE_TM { *NODE_NAME "Tentdamaged" *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 6 *MESH_NUMFACES 4 *MESH_VERTEX_LIST { *MESH_VERTEX 0 9.1654 20.3443 0.0914 *MESH_VERTEX 1 17.8042 13.8006 0.1326 *MESH_VERTEX 2 9.1654 -20.1913 0.0915 *MESH_VERTEX 3 17.8042 -20.1913 0.1326 *MESH_VERTEX 4 -17.7621 20.3443 0.1326 *MESH_VERTEX 5 -17.7621 -14.7009 0.1054 } *MESH_FACE_LIST { *MESH_FACE 0: A: 1 B: 0 C: 3 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 3 *MESH_MTLID 2 *MESH_FACE 1: A: 3 B: 0 C: 2 AB: 0 BC: 1 CA: 1 *MESH_SMOOTHING 3 *MESH_MTLID 2 *MESH_FACE 2: A: 0 B: 4 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 2 *MESH_FACE 3: A: 0 B: 5 C: 2 AB: 0 BC: 1 CA: 1 *MESH_SMOOTHING 3 *MESH_MTLID 2 } *MESH_NUMTVERTEX 6 *MESH_TVERTLIST { *MESH_TVERT 0 -0.0054 0.9976 0.9995 *MESH_TVERT 1 -0.0054 0.5889 0.4450 *MESH_TVERT 2 0.9936 0.9976 0.9995 *MESH_TVERT 3 0.9936 0.5889 0.4450 *MESH_TVERT 4 -0.0054 0.5875 0.4450 *MESH_TVERT 5 0.9936 0.5875 0.4450 } *MESH_NUMTVFACES 4 *MESH_TFACELIST { *MESH_TFACE 0 1 0 3 *MESH_TFACE 1 3 0 2 *MESH_TFACE 2 0 4 5 *MESH_TFACE 3 0 5 2 } *MESH_NUMCVERTEX 14 *MESH_CVERTLIST { *MESH_VERTCOL 0 0.0000 0.0000 0.0000 *MESH_VERTCOL 1 0.0000 0.0000 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 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_NUMCVFACES 4 *MESH_CFACELIST { *MESH_CFACE 0 2 1 7 *MESH_CFACE 1 7 1 6 *MESH_CFACE 2 1 10 12 *MESH_CFACE 3 1 12 6 } *MESH_NORMALS { *MESH_FACENORMAL 0 -0.0048 0.0000 1.0000 *MESH_VERTEXNORMAL 1 -0.0048 0.0000 1.0000 *MESH_VERTEXNORMAL 0 -0.0019 -0.0002 1.0000 *MESH_VERTEXNORMAL 3 -0.0048 0.0000 1.0000 *MESH_FACENORMAL 1 -0.0048 0.0000 1.0000 *MESH_VERTEXNORMAL 3 -0.0048 0.0000 1.0000 *MESH_VERTEXNORMAL 0 -0.0019 -0.0002 1.0000 *MESH_VERTEXNORMAL 2 -0.0021 0.0000 1.0000 *MESH_FACENORMAL 2 0.0015 -0.0008 1.0000 *MESH_VERTEXNORMAL 0 -0.0019 -0.0002 1.0000 *MESH_VERTEXNORMAL 4 0.0015 -0.0008 1.0000 *MESH_VERTEXNORMAL 5 0.0010 -0.0004 1.0000 *MESH_FACENORMAL 3 0.0005 0.0000 1.0000 *MESH_VERTEXNORMAL 0 -0.0019 -0.0002 1.0000 *MESH_VERTEXNORMAL 5 0.0010 -0.0004 1.0000 *MESH_VERTEXNORMAL 2 -0.0021 0.0000 1.0000 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }