cod4-sdk/map_source/prefabs/mp_backlot/wall01_post.map
2008-01-19 00:00:00 +00:00

113 lines
3.1 KiB
Text

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
)
}
}
}