iwmap 4 "000_Global" flags active "The Map" flags // entity 0 { "classname" "worldspawn" // brush 0 { contents detail; ( 8 8 0 ) ( -8 8 0 ) ( -8 -8 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( -8 -8 96 ) ( -8 8 96 ) ( 8 8 96 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( -8 -8 88 ) ( 8 -8 88 ) ( 8 -8 80 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( 8 -8 88 ) ( 8 8 88 ) ( 8 8 80 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( 8 8 88 ) ( -8 8 88 ) ( -8 8 80 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( -8 8 88 ) ( -8 -8 88 ) ( -8 -8 80 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 } // brush 1 { contents weaponClip; ( 6 8 96 ) ( -10 8 96 ) ( -10 -8 96 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( -8 -8 98 ) ( -8 8 98 ) ( 8 8 98 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( -8 -9 92 ) ( 8 -9 92 ) ( 8 -9 84 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( 9 -8 92 ) ( 9 8 92 ) ( 9 8 84 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( 8 9 92 ) ( -8 9 92 ) ( -8 9 84 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( -9 8 92 ) ( -9 -8 92 ) ( -9 -8 84 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 } // brush 2 { contents detail; ( 6 8 98 ) ( -10 8 98 ) ( -10 -8 98 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( -8 -8 100 ) ( -8 8 100 ) ( 8 8 100 ) ch_plaster04 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0 ( -8 -8 94 ) ( 8 -8 94 ) ( 8 -8 86 ) ch_plaster04 128 128 0 -2 0 0 lightmap_gray 16384 16384 0 0 0 0 ( 8 -8 94 ) ( 8 8 94 ) ( 8 8 86 ) ch_plaster04 128 128 0 -2 0 0 lightmap_gray 16384 16384 0 0 0 0 ( 8 8 94 ) ( -8 8 94 ) ( -8 8 86 ) ch_plaster04 128 128 0 -2 0 0 lightmap_gray 16384 16384 0 0 0 0 ( -8 8 94 ) ( -8 -8 94 ) ( -8 -8 86 ) ch_plaster04 128 128 0 -2 0 0 lightmap_gray 16384 16384 0 0 0 0 } // brush 3 { mesh { toolFlags splitGeo; me_decal_adobe_bottom_01 lightmap_gray smoothing smoothing_hard 2 2 0 8 ( v 8 -8 0 t 0 0 -0.5 0 v 8 -8 56 t 0 -896 -0.5 -3.5 ) ( v 8 8 0 t 64 0 0.5 0 v 8 8 56 t 64 -896 0.5 -3.5 ) } } // brush 4 { mesh { toolFlags splitGeo; me_decal_adobe_bottom_01 lightmap_gray smoothing smoothing_hard 2 2 0 8 ( v -8 8 0 t 0 0 0.5 0 v -8 8 56 t 0 -896 0.5 -3.5 ) ( v -8 -8 0 t 64 0 -0.5 0 v -8 -8 56 t 64 -896 -0.5 -3.5 ) } } // brush 5 { mesh { toolFlags splitGeo; me_decal_adobe_bottom_01 lightmap_gray smoothing smoothing_hard 2 2 0 8 ( v -8 -8 0 t 0 0 -0.5 0 f 1 v -8 -8 56 t 0 -896 -0.5 -3.5 f 1 ) ( v 8 -8 0 t 64 0 0.5 0 f 1 v 8 -8 56 t 64 -896 0.5 -3.5 f 1 ) } } // brush 6 { mesh { toolFlags splitGeo; me_decal_adobe_bottom_01 lightmap_gray smoothing smoothing_hard 2 2 0 8 ( v 8 8 0 t 0 0 0.5 0 f 1 v 8 8 56 t 0 -896 0.5 -3.5 f 1 ) ( v -8 8 0 t 64 0 -0.5 0 f 1 v -8 8 56 t 64 -896 -0.5 -3.5 f 1 ) } } }