*3DSMAX_ASCIIEXPORT 200 *COMMENT "AsciiExport Version 2.00 - Wed Dec 20 15:02:54 2000" *SCENE { *SCENE_FILENAME "Willow3deadX.max" *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 100 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0.5843 0.5255 0.4275 *SCENE_AMBIENT_STATIC 0.0431 0.0431 0.0431 } *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL 0 { *MATERIAL_NAME "willow1deadL1" *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 "Map #2" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "\\aas1\mc2\Art\MC2_Trees\TreeLODs\A_DeadTreesX.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 "Box02" *NODE_TM { *NODE_NAME "Box02" *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 -0.0723 *TM_POS 0.0000 -0.0000 -0.0723 *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 33.4845 -0.0001 -0.0330 *MESH_VERTEX 1 -33.4845 -0.0001 -0.0330 *MESH_VERTEX 2 33.4845 -0.0001 64.9648 *MESH_VERTEX 3 -33.4845 -0.0001 64.9648 *MESH_VERTEX 4 -0.0000 -33.4846 -0.0330 *MESH_VERTEX 5 -0.0000 33.4845 -0.0330 *MESH_VERTEX 6 -0.0000 -33.4846 64.9648 *MESH_VERTEX 7 -0.0000 33.4845 64.9648 } *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_FACE 2: A: 4 B: 6 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1 *MESH_FACE 3: A: 7 B: 5 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1 } *MESH_NUMTVERTEX 16 *MESH_TVERTLIST { *MESH_TVERT 0 0.4805 0.0247 0.4096 *MESH_TVERT 1 0.0202 0.0247 0.9805 *MESH_TVERT 2 0.4805 0.4609 0.0195 *MESH_TVERT 3 0.0202 0.4609 0.5904 *MESH_TVERT 4 0.4805 0.0247 0.4096 *MESH_TVERT 5 0.0202 0.0247 0.9805 *MESH_TVERT 6 0.4805 0.4609 0.0195 *MESH_TVERT 7 0.0202 0.4609 0.5904 *MESH_TVERT 8 0.4805 0.0247 0.4096 *MESH_TVERT 9 0.0202 0.0247 0.9805 *MESH_TVERT 10 0.4805 0.4609 0.0195 *MESH_TVERT 11 0.0202 0.4609 0.5904 *MESH_TVERT 12 0.4805 0.0247 0.4096 *MESH_TVERT 13 0.0202 0.0247 0.9805 *MESH_TVERT 14 0.4805 0.4609 0.0195 *MESH_TVERT 15 0.0202 0.4609 0.5904 } *MESH_NUMTVFACES 4 *MESH_TFACELIST { *MESH_TFACE 0 0 2 3 *MESH_TFACE 1 3 1 0 *MESH_TFACE 2 8 10 11 *MESH_TFACE 3 11 9 8 } *MESH_NUMCVERTEX 48 *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_VERTCOL 14 0.0000 0.0000 0.0000 *MESH_VERTCOL 15 0.0000 0.0000 0.0000 *MESH_VERTCOL 16 0.0000 0.0000 0.0000 *MESH_VERTCOL 17 0.0000 0.0000 0.0000 *MESH_VERTCOL 18 0.0000 0.0000 0.0000 *MESH_VERTCOL 19 0.0000 0.0000 0.0000 *MESH_VERTCOL 20 0.0000 0.0000 0.0000 *MESH_VERTCOL 21 0.0000 0.0000 0.0000 *MESH_VERTCOL 22 0.0000 0.0000 0.0000 *MESH_VERTCOL 23 0.0000 0.0000 0.0000 *MESH_VERTCOL 24 0.0000 0.0000 0.0000 *MESH_VERTCOL 25 0.0000 0.0000 0.0000 *MESH_VERTCOL 26 0.0000 0.0000 0.0000 *MESH_VERTCOL 27 0.0000 0.0000 0.0000 *MESH_VERTCOL 28 0.0000 0.0000 0.0000 *MESH_VERTCOL 29 0.0000 0.0000 0.0000 *MESH_VERTCOL 30 0.0000 0.0000 0.0000 *MESH_VERTCOL 31 0.0000 0.0000 0.0000 *MESH_VERTCOL 32 0.0000 0.0000 0.0000 *MESH_VERTCOL 33 0.0000 0.0000 0.0000 *MESH_VERTCOL 34 0.0000 0.0000 0.0000 *MESH_VERTCOL 35 0.0000 0.0000 0.0000 *MESH_VERTCOL 36 0.0000 0.0000 0.0000 *MESH_VERTCOL 37 0.0000 0.0000 0.0000 *MESH_VERTCOL 38 0.0000 0.0000 0.0000 *MESH_VERTCOL 39 0.0000 0.0000 0.0000 *MESH_VERTCOL 40 0.0000 0.0000 0.0000 *MESH_VERTCOL 41 0.0000 0.0000 0.0000 *MESH_VERTCOL 42 0.0000 0.0000 0.0000 *MESH_VERTCOL 43 0.0000 0.0000 0.0000 *MESH_VERTCOL 44 0.0000 0.0000 0.0000 *MESH_VERTCOL 45 0.0000 0.0000 0.0000 *MESH_VERTCOL 46 0.0000 0.0000 0.0000 *MESH_VERTCOL 47 0.0000 0.0000 0.0000 } *MESH_NUMCVFACES 4 *MESH_CFACELIST { *MESH_CFACE 0 0 2 3 *MESH_CFACE 1 3 1 0 *MESH_CFACE 2 8 10 11 *MESH_CFACE 3 11 9 8 } *MESH_NORMALS { *MESH_FACENORMAL 0 -0.0000 -1.0000 -0.0000 *MESH_VERTEXNORMAL 0 -0.0000 -1.0000 -0.0000 *MESH_VERTEXNORMAL 2 -0.0000 -1.0000 -0.0000 *MESH_VERTEXNORMAL 3 -0.0000 -1.0000 -0.0000 *MESH_FACENORMAL 1 -0.0000 -1.0000 -0.0000 *MESH_VERTEXNORMAL 3 -0.0000 -1.0000 -0.0000 *MESH_VERTEXNORMAL 1 -0.0000 -1.0000 -0.0000 *MESH_VERTEXNORMAL 0 -0.0000 -1.0000 -0.0000 *MESH_FACENORMAL 2 -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 7 -1.0000 0.0000 -0.0000 *MESH_FACENORMAL 3 -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 4 -1.0000 0.0000 -0.0000 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }