*3DSMAX_ASCIIEXPORT 200 *COMMENT "greebo" *SCENE { *SCENE_FILENAME "" *SCENE_FIRSTFRAME 1 *SCENE_LASTFRAME 250 *SCENE_FRAMESPEED 25 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0.0566 0.2208 0.4000 *SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000 } *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL 0 { *MATERIAL_NAME "iron" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.0000 0.0000 0.0000 *MATERIAL_DIFFUSE 0.8000 0.8000 0.8000 *MATERIAL_SPECULAR 1.0000 1.0000 1.0000 *MATERIAL_SHINE 0.5000 *MATERIAL_SHINESTRENGTH 0.0978 *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 "Tex" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "//base/tdm_collision_metal" *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 "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 1.4422 0.0000 -0.0000 *TM_POS 1.4422 0.0000 0.0000 *TM_ROTAXIS 1.0000 0.0000 0.0000 *TM_ROTANGLE 0.0000 *TM_SCALE 1.0000 1.0000 1.0000 *TM_SCALEAXIS 1.0000 0.0000 0.0000 *TM_SCALEAXISANG 0.0000 } *MESH { *TIMEVALUE 0 *MESH_NUMVERTEX 10 *MESH_NUMFACES 16 *MESH_VERTEX_LIST { *MESH_VERTEX 0 -18.5091 1.0000 -4.3967 *MESH_VERTEX 1 -18.5091 -1.0000 -4.3967 *MESH_VERTEX 2 27.9098 -1.0000 -10.8165 *MESH_VERTEX 3 27.9098 1.0000 -10.8165 *MESH_VERTEX 4 -25.0253 1.0000 2.4951 *MESH_VERTEX 5 -25.0253 -1.0000 2.4951 *MESH_VERTEX 6 27.9098 -1.0000 19.6838 *MESH_VERTEX 7 27.9098 1.0000 19.6838 *MESH_VERTEX 8 -12.7199 -1.0000 12.8510 *MESH_VERTEX 9 -12.7200 1.0000 12.8510 } *MESH_FACE_LIST { *MESH_FACE 0: A: 8 B: 1 C: 2 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 1: A: 5 B: 1 C: 8 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 2: A: 8 B: 2 C: 6 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 3: A: 3 B: 0 C: 9 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 4: A: 7 B: 3 C: 9 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 5: A: 9 B: 0 C: 4 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 6: A: 9 B: 6 C: 7 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 7: A: 9 B: 8 C: 6 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 8: A: 4 B: 8 C: 9 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 9: A: 4 B: 5 C: 8 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 10: A: 2 B: 7 C: 6 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 11: A: 2 B: 3 C: 7 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 12: A: 0 B: 1 C: 4 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 13: A: 4 B: 1 C: 5 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 14: A: 0 B: 2 C: 1 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 15: A: 0 B: 3 C: 2 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 0 } *MESH_NUMTVERTEX 0 *MESH_NUMCVERTEX 0 *MESH_NORMALS { *MESH_FACENORMAL 0 0.0000 -1.0000 -0.0000 *MESH_VERTEXNORMAL 8 0.0000 -1.0000 -0.0000 *MESH_VERTEXNORMAL 1 0.0000 -1.0000 -0.0000 *MESH_VERTEXNORMAL 2 0.0000 -1.0000 -0.0000 *MESH_FACENORMAL 1 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 8 0.0000 -1.0000 -0.0000 *MESH_FACENORMAL 2 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 8 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 2 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 6 0.0000 -1.0000 0.0000 *MESH_FACENORMAL 3 -0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 3 -0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 0 -0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 9 -0.0000 1.0000 0.0000 *MESH_FACENORMAL 4 -0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 7 -0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 3 -0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 9 -0.0000 1.0000 0.0000 *MESH_FACENORMAL 5 -0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 9 -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 6 -0.1658 -0.0000 0.9862 *MESH_VERTEXNORMAL 9 -0.1658 -0.0000 0.9862 *MESH_VERTEXNORMAL 6 -0.1658 -0.0000 0.9862 *MESH_VERTEXNORMAL 7 -0.1658 -0.0000 0.9862 *MESH_FACENORMAL 7 -0.1658 -0.0000 0.9862 *MESH_VERTEXNORMAL 9 -0.1658 -0.0000 0.9862 *MESH_VERTEXNORMAL 8 -0.1658 -0.0000 0.9862 *MESH_VERTEXNORMAL 6 -0.1658 -0.0000 0.9862 *MESH_FACENORMAL 8 -0.6439 -0.0000 0.7651 *MESH_VERTEXNORMAL 4 -0.6439 -0.0000 0.7651 *MESH_VERTEXNORMAL 8 -0.6439 -0.0000 0.7651 *MESH_VERTEXNORMAL 9 -0.6439 -0.0000 0.7651 *MESH_FACENORMAL 9 -0.6439 -0.0000 0.7651 *MESH_VERTEXNORMAL 4 -0.6439 -0.0000 0.7651 *MESH_VERTEXNORMAL 5 -0.6439 -0.0000 0.7651 *MESH_VERTEXNORMAL 8 -0.6439 -0.0000 0.7651 *MESH_FACENORMAL 10 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 2 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 7 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 6 1.0000 0.0000 -0.0000 *MESH_FACENORMAL 11 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 2 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 3 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 7 1.0000 0.0000 -0.0000 *MESH_FACENORMAL 12 -0.7266 0.0000 -0.6870 *MESH_VERTEXNORMAL 0 -0.7266 0.0000 -0.6870 *MESH_VERTEXNORMAL 1 -0.7266 0.0000 -0.6870 *MESH_VERTEXNORMAL 4 -0.7266 0.0000 -0.6870 *MESH_FACENORMAL 13 -0.7266 -0.0000 -0.6870 *MESH_VERTEXNORMAL 4 -0.7266 -0.0000 -0.6870 *MESH_VERTEXNORMAL 1 -0.7266 -0.0000 -0.6870 *MESH_VERTEXNORMAL 5 -0.7266 -0.0000 -0.6870 *MESH_FACENORMAL 14 -0.1370 0.0000 -0.9906 *MESH_VERTEXNORMAL 0 -0.1370 0.0000 -0.9906 *MESH_VERTEXNORMAL 2 -0.1370 0.0000 -0.9906 *MESH_VERTEXNORMAL 1 -0.1370 0.0000 -0.9906 *MESH_FACENORMAL 15 -0.1370 -0.0000 -0.9906 *MESH_VERTEXNORMAL 0 -0.1370 -0.0000 -0.9906 *MESH_VERTEXNORMAL 3 -0.1370 -0.0000 -0.9906 *MESH_VERTEXNORMAL 2 -0.1370 -0.0000 -0.9906 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }