cod4-sdk/map_source/prefabs/hunted/wood_fence_post_2.map
2008-01-19 00:00:00 +00:00

171 lines
3.6 KiB
Text

iwmap 4
"000_Global" flags active
"The Map" flags
// entity 0
{
"contrastGain" ".25"
"sunlight" "0.6"
"sundiffusecolor" ".5 .6 1"
"suncolor" ".75 .9 1"
"diffusefraction" ".48"
"ambient" "0.2"
"_color" "0.6 0.7 1"
"sundirection" "-41 -15 0"
"sunRadiosity" "1.5"
"classname" "worldspawn"
// brush 0
{
contents detail;
( -4 -4 74 ) ( -4 -1 75 ) ( 4 -1 75 ) ch_woodpaint_white01 128 121.43148 -140 81.620453 0 0 lightmap_gray 16384 16384 0 0 0 0 smoothing smoothing_smooth
( 4 -1 2 ) ( 4 -9 2 ) ( 4 -9 68 ) ch_woodpaint_white01 128 128 -153 6 0 0 lightmap_gray 16384 16384 0 0 0 0
( 4 -1 2 ) ( 4 -1 75 ) ( -4 -1 75 ) ch_woodpaint_white01 128 -128 -156 -6 180 0 lightmap_gray 16384 16384 0 0 0 0
( -4 -1 75 ) ( -4 -4 74 ) ( -4 -7 71 ) ch_woodpaint_white01 128 -128 -127 -6 -180 0 lightmap_gray 16384 16384 0 0 0 0
( 4 -8 70 ) ( -4 -8 70 ) ( -4 -4 74 ) ch_woodpaint_white01 128 90.509689 -140 61.854893 0 0 lightmap_gray 16384 16384 0 0 0 0 smoothing smoothing_smooth
( -4 -8 70 ) ( 4 -8 70 ) ( 4 -9 67 ) ch_woodpaint_white01 128 121.43148 -140 2.2538903 0 0 lightmap_gray 16384 16384 0 0 0 0 smoothing smoothing_smooth
( 4 -5 67 ) ( 4 -8 67 ) ( 36 -8 67 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 1
{
mesh
{
ch_dec_darkstain_02
lightmap_gray
smoothing smoothing_smooth_other
2 2 0 8
(
v 4 -9 -6 t 1152 0 4.65625 0.5
v -4 -9 -6 t 1088 0 4.15625 0.5
)
(
v 4 -9 67 c 255 255 255 0 t 1152 -584 4.65625 -4.0625
v -4 -9 67 c 255 255 255 0 t 1088 -584 4.15625 -4.0625
)
}
}
// brush 2
{
mesh
{
ch_dec_darkstain_02
lightmap_gray
smoothing smoothing_hard
2 2 0 8
(
v 4 -1 67 c 255 255 255 0 t 1216 -584 0.375 -4.0625
v 4 -1 -6 t 1216 0 0.375 0.5
)
(
v 4 -9 67 c 255 255 255 0 t 1152 -584 -0.125 -4.0625
v 4 -9 -6 t 1152 0 -0.125 0.5
)
}
}
// brush 3
{
mesh
{
ch_dec_darkstain_02
lightmap_gray
smoothing smoothing_hard
2 2 0 8
(
v -4 -1 -6 t 1024 0 0.375 0.5
v -4 -1 67 c 255 255 255 0 t 1024 -584 0.375 -4.0625
)
(
v -4 -9 -6 t 1088 0 -0.125 0.5
v -4 -9 67 c 255 255 255 0 t 1088 -584 -0.125 -4.0625
)
}
}
// brush 4
{
mesh
{
ch_dec_darkstain_02
lightmap_gray
smoothing smoothing_hard
2 2 0 8
(
v -4 -1 -6 t 1280 0 4.15625 0.5
v 4 -1 -6 t 1216 0 4.65625 0.5
)
(
v -4 -1 67 c 255 255 255 0 t 1280 -584 4.15625 -4.0625
v 4 -1 67 c 255 255 255 0 t 1216 -584 4.65625 -4.0625
)
}
}
// brush 5
{
mesh
{
ch_woodpaint_white01
lightmap_gray
smoothing smoothing_hard
2 2 0 8
(
v -4 -1 -6 t 1024 0 -0.0625 0.375
v -4 -1 67 t 1024 -584 -0.0625 -4.1875
)
(
v -4 -9 -6 t 1088 0 -0.5625 0.375
v -4 -9 67 t 1088 -584 -0.5625 -4.1875
)
}
}
// brush 6
{
mesh
{
ch_woodpaint_white01
lightmap_gray
smoothing smoothing_smooth_other
2 2 0 8
(
v 4 -9 -6 t 1152 0 0.25 0.375
v -4 -9 -6 t 1088 0 -0.25 0.375
)
(
v 4 -9 67 t 1152 -584 0.25 -4.1875
v -4 -9 67 t 1088 -584 -0.25 -4.1875
)
}
}
// brush 7
{
mesh
{
ch_woodpaint_white01
lightmap_gray
smoothing smoothing_hard
2 2 0 8
(
v 4 -1 67 t 1216 -584 -0.0625 -4.1875
v 4 -1 -6 t 1216 0 -0.0625 0.375
)
(
v 4 -9 67 t 1152 -584 -0.5625 -4.1875
v 4 -9 -6 t 1152 0 -0.5625 0.375
)
}
}
// brush 8
{
mesh
{
ch_woodpaint_white01
lightmap_gray
smoothing smoothing_hard
2 2 0 8
(
v -4 -1 -6 t 1280 0 -0.25 0.375
v 4 -1 -6 t 1216 0 0.25 0.375
)
(
v -4 -1 67 t 1280 -584 -0.25 -4.1875
v 4 -1 67 t 1216 -584 0.25 -4.1875
)
}
}
}