q3rally/baseq3r/models/mapobjects/blitzkrieg/lights_yellow.ase
2022-03-03 21:58:53 +01:00

644 lines
18 KiB
Text

*3DSMAX_ASCIIEXPORT 200
*COMMENT "Generated by Q3Map2 (ydnar) -convert -format ase"
*SCENE {
*SCENE_FILENAME "lights_yellow.bsp"
*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 {
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*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 1.000000 1.000000 1.000000
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "textures/common/caulk"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..\textures\common\caulk.tga"
*BITMAP_FILTER Pyramidal
}
}
*MATERIAL 1 {
*MATERIAL_NAME "textures/acc_dm3/rivets"
*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 1.000000 0.829897 0.750248
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "textures/acc_dm3/rivets"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..\textures\acc_dm3\rivets.jpg"
*BITMAP_FILTER Pyramidal
}
}
*MATERIAL 2 {
*MATERIAL_NAME "noshader"
*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 1.000000 1.000000 1.000000
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "noshader"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..\noshader.tga"
*BITMAP_FILTER Pyramidal
}
}
*MATERIAL 3 {
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*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 1.000000 0.977837 0.641936
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
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*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..\textures\base_light\ceil1_4.tga"
*BITMAP_FILTER Pyramidal
}
}
}
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}
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*INHERIT_SCL 0 0 0
*TM_ROW0 1.0 0 0
*TM_ROW1 0 1.0 0
*TM_ROW2 0 0 1.0
*TM_ROW3 0 0 0
*TM_POS 0.000000 0.000000 0.000000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*COMMENT "SURFACETYPE MST_PLANAR"
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 0.000000 16.000000 16.000000
*MESH_VERTEX 1 0.000000 -16.000000 -16.000000
*MESH_VERTEX 2 0.000000 -16.000000 16.000000
*MESH_VERTEX 3 0.000000 16.000000 -16.000000
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 1.000000 0.000000 0.000000
*MESH_FACENORMAL 1 1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 0 1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 1 1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 2 1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 3 1.000000 0.000000 0.000000
}
*MESH_FACE_LIST {
*MESH_FACE 0 A: 0 B: 2 C: 1 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 1 A: 3 B: 0 C: 1 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 1.000000 1.000000 1.000000
*MESH_TVERT 1 0.000000 0.000000 1.000000
*MESH_TVERT 2 0.000000 1.000000 1.000000
*MESH_TVERT 3 1.000000 0.000000 1.000000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 0 2 1
*MESH_TFACE 1 3 0 1
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 3
}