*3DSMAX_ASCIIEXPORT 200 *COMMENT "Ascii Scene Exporter v2.52" *SCENE { *SCENE_FILENAME "cube.blend" *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 100 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000 *SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000 } *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL 0 { *MATERIAL_NAME "material" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.0000 0.0000 0.0000 *MATERIAL_DIFFUSE 0.9071 0.9071 0.9071 1.0000 *MATERIAL_SPECULAR 1.0000 1.0000 1.0000 *MATERIAL_SHINE 2.5000 *MATERIAL_SHINESTRENGTH 0.5000 *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 "material" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "//base/textures/darkmod/stone/flat/tiles_rough_grey" *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_NOISE_AMT 1.0000 *UVW_NOISE_SIZE 1.0000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.0000 *BITMAP_FILTER Pyramidal } } } *GEOMOBJECT { *NODE_NAME "Cube" *NODE_TM { *NODE_NAME "Cube" *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 12 *MESH_VERTEX_LIST { *MESH_VERTEX 0 -16.0000 -16.0000 -16.0000 *MESH_VERTEX 1 -16.0000 -16.0000 16.0000 *MESH_VERTEX 2 -16.0000 16.0000 -16.0000 *MESH_VERTEX 3 -16.0000 16.0000 16.0000 *MESH_VERTEX 4 16.0000 -16.0000 -16.0000 *MESH_VERTEX 5 16.0000 -16.0000 16.0000 *MESH_VERTEX 6 16.0000 16.0000 -16.0000 *MESH_VERTEX 7 16.0000 16.0000 16.0000 } *MESH_FACE_LIST { *MESH_FACE 0: A: 1 B: 2 C: 0 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 *MESH_FACE 1: A: 3 B: 6 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 *MESH_FACE 2: A: 7 B: 4 C: 6 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 *MESH_FACE 3: A: 5 B: 0 C: 4 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 *MESH_FACE 4: A: 6 B: 0 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 *MESH_FACE 5: A: 3 B: 5 C: 7 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 *MESH_FACE 6: A: 1 B: 3 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 *MESH_FACE 7: A: 3 B: 7 C: 6 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 *MESH_FACE 8: A: 7 B: 5 C: 4 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 *MESH_FACE 9: A: 5 B: 1 C: 0 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 *MESH_FACE 10: A: 6 B: 4 C: 0 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 *MESH_FACE 11: A: 3 B: 1 C: 5 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0 } *MESH_NUMTVERTEX 4 *MESH_TVERTLIST { *MESH_TVERT 0 1.0000 0.0000 0.0000 *MESH_TVERT 1 0.0000 1.0000 0.0000 *MESH_TVERT 2 0.0000 0.0000 0.0000 *MESH_TVERT 3 1.0000 1.0000 0.0000 } *MESH_NUMTVFACES 12 *MESH_TFACELIST { *MESH_TFACE 0 0 1 2 *MESH_TFACE 1 0 1 2 *MESH_TFACE 2 0 1 2 *MESH_TFACE 3 0 1 2 *MESH_TFACE 4 0 1 2 *MESH_TFACE 5 0 1 2 *MESH_TFACE 6 0 3 1 *MESH_TFACE 7 0 3 1 *MESH_TFACE 8 0 3 1 *MESH_TFACE 9 0 3 1 *MESH_TFACE 10 0 3 1 *MESH_TFACE 11 0 3 1 } *MESH_NUMCVERTEX 0 *MESH_NORMALS { *MESH_FACENORMAL 0 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 1 -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_FACENORMAL 1 0.0000 1.0000 -0.0000 *MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 2 0.0000 1.0000 0.0000 *MESH_FACENORMAL 2 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 7 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_FACENORMAL 3 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 4 0.0000 -1.0000 0.0000 *MESH_FACENORMAL 4 0.0000 0.0000 -1.0000 *MESH_VERTEXNORMAL 6 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_FACENORMAL 5 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 3 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 5 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 7 0.0000 0.0000 1.0000 *MESH_FACENORMAL 6 -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 2 -1.0000 0.0000 0.0000 *MESH_FACENORMAL 7 0.0000 1.0000 -0.0000 *MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 7 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000 *MESH_FACENORMAL 8 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 *MESH_FACENORMAL 9 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 5 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 10 0.0000 0.0000 -1.0000 *MESH_VERTEXNORMAL 6 0.0000 0.0000 -1.0000 *MESH_VERTEXNORMAL 4 0.0000 0.0000 -1.0000 *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000 *MESH_FACENORMAL 11 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 5 0.0000 0.0000 1.0000 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }