]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/models/corsair/bench.ASE
Scoreboard respawn info from my code in Xonotic
[voretournament/voretournament.git] / data / models / corsair / bench.ASE
1 *3DSMAX_ASCIIEXPORT     200\r
2 *COMMENT "AsciiExport Version  2.00 - Fri Nov 27 20:42:09 2009"\r
3 *SCENE {\r
4         *SCENE_FILENAME "corsair3.max"\r
5         *SCENE_FIRSTFRAME 0\r
6         *SCENE_LASTFRAME 100\r
7         *SCENE_FRAMESPEED 30\r
8         *SCENE_TICKSPERFRAME 160\r
9         *SCENE_BACKGROUND_STATIC 0.0000 0.0000  0.0000\r
10         *SCENE_AMBIENT_STATIC 0.0000    0.0000  0.0000\r
11 }\r
12 *MATERIAL_LIST {\r
13         *MATERIAL_COUNT 11\r
14         *MATERIAL 0 {\r
15                 *MATERIAL_NAME "Material #547"\r
16                 *MATERIAL_CLASS "Multi/Sub-Object"\r
17                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
18                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
19                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
20                 *MATERIAL_SHINE 0.1000\r
21                 *MATERIAL_SHINESTRENGTH 0.0000\r
22                 *MATERIAL_TRANSPARENCY 0.0000\r
23                 *MATERIAL_WIRESIZE 1.0000\r
24                 *NUMSUBMTLS 5\r
25                 *SUBMATERIAL 0 {\r
26                         *MATERIAL_NAME "textures/corsair/rust"\r
27                         *MATERIAL_CLASS "Standard"\r
28                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
29                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
30                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
31                         *MATERIAL_SHINE 0.1000\r
32                         *MATERIAL_SHINESTRENGTH 0.0000\r
33                         *MATERIAL_TRANSPARENCY 0.0000\r
34                         *MATERIAL_WIRESIZE 1.0000\r
35                         *MATERIAL_SHADING Blinn\r
36                         *MATERIAL_XP_FALLOFF 0.0000\r
37                         *MATERIAL_SELFILLUM 0.0000\r
38                         *MATERIAL_FALLOFF In\r
39                         *MATERIAL_XP_TYPE Filter\r
40                         *MAP_DIFFUSE {\r
41                                 *MAP_NAME "Map #1"\r
42                                 *MAP_CLASS "Bitmap"\r
43                                 *MAP_SUBNO 1\r
44                                 *MAP_AMOUNT 1.0000\r
45                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust.jpg"\r
46                                 *MAP_TYPE Screen\r
47                                 *UVW_U_OFFSET 0.0000\r
48                                 *UVW_V_OFFSET 0.0000\r
49                                 *UVW_U_TILING 1.0000\r
50                                 *UVW_V_TILING 1.0000\r
51                                 *UVW_ANGLE 0.0000\r
52                                 *UVW_BLUR 1.0000\r
53                                 *UVW_BLUR_OFFSET 0.0000\r
54                                 *UVW_NOUSE_AMT 1.0000\r
55                                 *UVW_NOISE_SIZE 1.0000\r
56                                 *UVW_NOISE_LEVEL 1\r
57                                 *UVW_NOISE_PHASE 0.0000\r
58                                 *BITMAP_FILTER Pyramidal\r
59                         }\r
60                         *MAP_SHINE {\r
61                                 *MAP_NAME "Map #2"\r
62                                 *MAP_CLASS "Bitmap"\r
63                                 *MAP_SUBNO 3\r
64                                 *MAP_AMOUNT 1.0000\r
65                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust_gloss.jpg"\r
66                                 *MAP_TYPE Screen\r
67                                 *UVW_U_OFFSET 0.0000\r
68                                 *UVW_V_OFFSET 0.0000\r
69                                 *UVW_U_TILING 1.0000\r
70                                 *UVW_V_TILING 1.0000\r
71                                 *UVW_ANGLE 0.0000\r
72                                 *UVW_BLUR 1.0000\r
73                                 *UVW_BLUR_OFFSET 0.0000\r
74                                 *UVW_NOUSE_AMT 1.0000\r
75                                 *UVW_NOISE_SIZE 1.0000\r
76                                 *UVW_NOISE_LEVEL 1\r
77                                 *UVW_NOISE_PHASE 0.0000\r
78                                 *BITMAP_FILTER Pyramidal\r
79                         }\r
80                 }\r
81                 *SUBMATERIAL 1 {\r
82                         *MATERIAL_NAME "textures/corsair/sailwhite"\r
83                         *MATERIAL_CLASS "Standard"\r
84                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
85                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
86                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
87                         *MATERIAL_SHINE 0.1000\r
88                         *MATERIAL_SHINESTRENGTH 0.0000\r
89                         *MATERIAL_TRANSPARENCY 0.0000\r
90                         *MATERIAL_WIRESIZE 1.0000\r
91                         *MATERIAL_SHADING Blinn\r
92                         *MATERIAL_XP_FALLOFF 0.0000\r
93                         *MATERIAL_SELFILLUM 0.0000\r
94                         *MATERIAL_FALLOFF In\r
95                         *MATERIAL_XP_TYPE Filter\r
96                         *MAP_DIFFUSE {\r
97                                 *MAP_NAME "Map #11"\r
98                                 *MAP_CLASS "Bitmap"\r
99                                 *MAP_SUBNO 1\r
100                                 *MAP_AMOUNT 1.0000\r
101                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\sailwhite.jpg"\r
102                                 *MAP_TYPE Screen\r
103                                 *UVW_U_OFFSET 0.0000\r
104                                 *UVW_V_OFFSET 0.0000\r
105                                 *UVW_U_TILING 1.0000\r
106                                 *UVW_V_TILING 1.0000\r
107                                 *UVW_ANGLE 0.0000\r
108                                 *UVW_BLUR 1.0000\r
109                                 *UVW_BLUR_OFFSET 0.0000\r
110                                 *UVW_NOUSE_AMT 1.0000\r
111                                 *UVW_NOISE_SIZE 1.0000\r
112                                 *UVW_NOISE_LEVEL 1\r
113                                 *UVW_NOISE_PHASE 0.0000\r
114                                 *BITMAP_FILTER Pyramidal\r
115                         }\r
116                 }\r
117                 *SUBMATERIAL 2 {\r
118                         *MATERIAL_NAME "textures/corsair/blimp"\r
119                         *MATERIAL_CLASS "Standard"\r
120                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
121                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
122                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
123                         *MATERIAL_SHINE 0.1000\r
124                         *MATERIAL_SHINESTRENGTH 0.0000\r
125                         *MATERIAL_TRANSPARENCY 0.0000\r
126                         *MATERIAL_WIRESIZE 1.0000\r
127                         *MATERIAL_SHADING Blinn\r
128                         *MATERIAL_XP_FALLOFF 0.0000\r
129                         *MATERIAL_SELFILLUM 0.0000\r
130                         *MATERIAL_FALLOFF In\r
131                         *MATERIAL_XP_TYPE Filter\r
132                         *MAP_DIFFUSE {\r
133                                 *MAP_NAME "Map #1"\r
134                                 *MAP_CLASS "Bitmap"\r
135                                 *MAP_SUBNO 1\r
136                                 *MAP_AMOUNT 1.0000\r
137                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp.jpg"\r
138                                 *MAP_TYPE Screen\r
139                                 *UVW_U_OFFSET 0.0000\r
140                                 *UVW_V_OFFSET 0.0000\r
141                                 *UVW_U_TILING 1.0000\r
142                                 *UVW_V_TILING 1.0000\r
143                                 *UVW_ANGLE 0.0000\r
144                                 *UVW_BLUR 1.0000\r
145                                 *UVW_BLUR_OFFSET 0.0000\r
146                                 *UVW_NOUSE_AMT 1.0000\r
147                                 *UVW_NOISE_SIZE 1.0000\r
148                                 *UVW_NOISE_LEVEL 1\r
149                                 *UVW_NOISE_PHASE 0.0000\r
150                                 *BITMAP_FILTER Pyramidal\r
151                         }\r
152                         *MAP_SHINE {\r
153                                 *MAP_NAME "Map #2"\r
154                                 *MAP_CLASS "Bitmap"\r
155                                 *MAP_SUBNO 3\r
156                                 *MAP_AMOUNT 1.0000\r
157                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_gloss.jpg"\r
158                                 *MAP_TYPE Screen\r
159                                 *UVW_U_OFFSET 0.0000\r
160                                 *UVW_V_OFFSET 0.0000\r
161                                 *UVW_U_TILING 1.0000\r
162                                 *UVW_V_TILING 1.0000\r
163                                 *UVW_ANGLE 0.0000\r
164                                 *UVW_BLUR 1.0000\r
165                                 *UVW_BLUR_OFFSET 0.0000\r
166                                 *UVW_NOUSE_AMT 1.0000\r
167                                 *UVW_NOISE_SIZE 1.0000\r
168                                 *UVW_NOISE_LEVEL 1\r
169                                 *UVW_NOISE_PHASE 0.0000\r
170                                 *BITMAP_FILTER Pyramidal\r
171                         }\r
172                         *MAP_BUMP {\r
173                                 *MAP_NAME "Map #3"\r
174                                 *MAP_CLASS "Bitmap"\r
175                                 *MAP_SUBNO 8\r
176                                 *MAP_AMOUNT 1.0000\r
177                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
178                                 *MAP_TYPE Screen\r
179                                 *UVW_U_OFFSET 0.0000\r
180                                 *UVW_V_OFFSET 0.0000\r
181                                 *UVW_U_TILING 1.0000\r
182                                 *UVW_V_TILING 1.0000\r
183                                 *UVW_ANGLE 0.0000\r
184                                 *UVW_BLUR 1.0000\r
185                                 *UVW_BLUR_OFFSET 0.0000\r
186                                 *UVW_NOUSE_AMT 1.0000\r
187                                 *UVW_NOISE_SIZE 1.0000\r
188                                 *UVW_NOISE_LEVEL 1\r
189                                 *UVW_NOISE_PHASE 0.0000\r
190                                 *BITMAP_FILTER Pyramidal\r
191                         }\r
192                 }\r
193                 *SUBMATERIAL 3 {\r
194                         *MATERIAL_NAME "textures/corsair/wall"\r
195                         *MATERIAL_CLASS "Standard"\r
196                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
197                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
198                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
199                         *MATERIAL_SHINE 0.1000\r
200                         *MATERIAL_SHINESTRENGTH 0.0000\r
201                         *MATERIAL_TRANSPARENCY 0.0000\r
202                         *MATERIAL_WIRESIZE 1.0000\r
203                         *MATERIAL_SHADING Blinn\r
204                         *MATERIAL_XP_FALLOFF 0.0000\r
205                         *MATERIAL_SELFILLUM 0.0000\r
206                         *MATERIAL_FALLOFF In\r
207                         *MATERIAL_XP_TYPE Filter\r
208                         *MAP_DIFFUSE {\r
209                                 *MAP_NAME "Map #1"\r
210                                 *MAP_CLASS "Bitmap"\r
211                                 *MAP_SUBNO 1\r
212                                 *MAP_AMOUNT 1.0000\r
213                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall.jpg"\r
214                                 *MAP_TYPE Screen\r
215                                 *UVW_U_OFFSET 0.0000\r
216                                 *UVW_V_OFFSET 0.0000\r
217                                 *UVW_U_TILING 1.0000\r
218                                 *UVW_V_TILING 1.0000\r
219                                 *UVW_ANGLE 0.0000\r
220                                 *UVW_BLUR 1.0000\r
221                                 *UVW_BLUR_OFFSET 0.0000\r
222                                 *UVW_NOUSE_AMT 1.0000\r
223                                 *UVW_NOISE_SIZE 1.0000\r
224                                 *UVW_NOISE_LEVEL 1\r
225                                 *UVW_NOISE_PHASE 0.0000\r
226                                 *BITMAP_FILTER Pyramidal\r
227                         }\r
228                         *MAP_SHINE {\r
229                                 *MAP_NAME "Map #2"\r
230                                 *MAP_CLASS "Bitmap"\r
231                                 *MAP_SUBNO 3\r
232                                 *MAP_AMOUNT 1.0000\r
233                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall_gloss.jpg"\r
234                                 *MAP_TYPE Screen\r
235                                 *UVW_U_OFFSET 0.0000\r
236                                 *UVW_V_OFFSET 0.0000\r
237                                 *UVW_U_TILING 1.0000\r
238                                 *UVW_V_TILING 1.0000\r
239                                 *UVW_ANGLE 0.0000\r
240                                 *UVW_BLUR 1.0000\r
241                                 *UVW_BLUR_OFFSET 0.0000\r
242                                 *UVW_NOUSE_AMT 1.0000\r
243                                 *UVW_NOISE_SIZE 1.0000\r
244                                 *UVW_NOISE_LEVEL 1\r
245                                 *UVW_NOISE_PHASE 0.0000\r
246                                 *BITMAP_FILTER Pyramidal\r
247                         }\r
248                         *MAP_BUMP {\r
249                                 *MAP_NAME "Map #10"\r
250                                 *MAP_CLASS "Bitmap"\r
251                                 *MAP_SUBNO 8\r
252                                 *MAP_AMOUNT 1.0000\r
253                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall_bump.jpg"\r
254                                 *MAP_TYPE Screen\r
255                                 *UVW_U_OFFSET 0.0000\r
256                                 *UVW_V_OFFSET 0.0000\r
257                                 *UVW_U_TILING 1.0000\r
258                                 *UVW_V_TILING 1.0000\r
259                                 *UVW_ANGLE 0.0000\r
260                                 *UVW_BLUR 1.0000\r
261                                 *UVW_BLUR_OFFSET 0.0000\r
262                                 *UVW_NOUSE_AMT 1.0000\r
263                                 *UVW_NOISE_SIZE 1.0000\r
264                                 *UVW_NOISE_LEVEL 1\r
265                                 *UVW_NOISE_PHASE 0.0000\r
266                                 *BITMAP_FILTER Pyramidal\r
267                         }\r
268                 }\r
269                 *SUBMATERIAL 4 {\r
270                         *MATERIAL_NAME "textures/corsair/sailblue"\r
271                         *MATERIAL_CLASS "Standard"\r
272                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
273                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
274                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
275                         *MATERIAL_SHINE 0.1000\r
276                         *MATERIAL_SHINESTRENGTH 0.0000\r
277                         *MATERIAL_TRANSPARENCY 0.0000\r
278                         *MATERIAL_WIRESIZE 1.0000\r
279                         *MATERIAL_SHADING Blinn\r
280                         *MATERIAL_XP_FALLOFF 0.0000\r
281                         *MATERIAL_SELFILLUM 0.0000\r
282                         *MATERIAL_FALLOFF In\r
283                         *MATERIAL_XP_TYPE Filter\r
284                         *MAP_DIFFUSE {\r
285                                 *MAP_NAME "Map #11"\r
286                                 *MAP_CLASS "Bitmap"\r
287                                 *MAP_SUBNO 1\r
288                                 *MAP_AMOUNT 1.0000\r
289                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\sailblue.jpg"\r
290                                 *MAP_TYPE Screen\r
291                                 *UVW_U_OFFSET 0.0000\r
292                                 *UVW_V_OFFSET 0.0000\r
293                                 *UVW_U_TILING 1.0000\r
294                                 *UVW_V_TILING 1.0000\r
295                                 *UVW_ANGLE 0.0000\r
296                                 *UVW_BLUR 1.0000\r
297                                 *UVW_BLUR_OFFSET 0.0000\r
298                                 *UVW_NOUSE_AMT 1.0000\r
299                                 *UVW_NOISE_SIZE 1.0000\r
300                                 *UVW_NOISE_LEVEL 1\r
301                                 *UVW_NOISE_PHASE 0.0000\r
302                                 *BITMAP_FILTER Pyramidal\r
303                         }\r
304                 }\r
305         }\r
306         *MATERIAL 1 {\r
307                 *MATERIAL_NAME "Material #144"\r
308                 *MATERIAL_CLASS "Multi/Sub-Object"\r
309                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
310                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
311                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
312                 *MATERIAL_SHINE 0.1000\r
313                 *MATERIAL_SHINESTRENGTH 0.0000\r
314                 *MATERIAL_TRANSPARENCY 0.0000\r
315                 *MATERIAL_WIRESIZE 1.0000\r
316                 *NUMSUBMTLS 2\r
317                 *SUBMATERIAL 0 {\r
318                         *MATERIAL_NAME "textures/corsair/rust"\r
319                         *MATERIAL_CLASS "Standard"\r
320                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
321                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
322                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
323                         *MATERIAL_SHINE 0.1000\r
324                         *MATERIAL_SHINESTRENGTH 0.0000\r
325                         *MATERIAL_TRANSPARENCY 0.0000\r
326                         *MATERIAL_WIRESIZE 1.0000\r
327                         *MATERIAL_SHADING Blinn\r
328                         *MATERIAL_XP_FALLOFF 0.0000\r
329                         *MATERIAL_SELFILLUM 0.0000\r
330                         *MATERIAL_FALLOFF In\r
331                         *MATERIAL_XP_TYPE Filter\r
332                         *MAP_DIFFUSE {\r
333                                 *MAP_NAME "Map #1"\r
334                                 *MAP_CLASS "Bitmap"\r
335                                 *MAP_SUBNO 1\r
336                                 *MAP_AMOUNT 1.0000\r
337                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust.jpg"\r
338                                 *MAP_TYPE Screen\r
339                                 *UVW_U_OFFSET 0.0000\r
340                                 *UVW_V_OFFSET 0.0000\r
341                                 *UVW_U_TILING 1.0000\r
342                                 *UVW_V_TILING 1.0000\r
343                                 *UVW_ANGLE 0.0000\r
344                                 *UVW_BLUR 1.0000\r
345                                 *UVW_BLUR_OFFSET 0.0000\r
346                                 *UVW_NOUSE_AMT 1.0000\r
347                                 *UVW_NOISE_SIZE 1.0000\r
348                                 *UVW_NOISE_LEVEL 1\r
349                                 *UVW_NOISE_PHASE 0.0000\r
350                                 *BITMAP_FILTER Pyramidal\r
351                         }\r
352                         *MAP_SHINE {\r
353                                 *MAP_NAME "Map #2"\r
354                                 *MAP_CLASS "Bitmap"\r
355                                 *MAP_SUBNO 3\r
356                                 *MAP_AMOUNT 1.0000\r
357                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust_gloss.jpg"\r
358                                 *MAP_TYPE Screen\r
359                                 *UVW_U_OFFSET 0.0000\r
360                                 *UVW_V_OFFSET 0.0000\r
361                                 *UVW_U_TILING 1.0000\r
362                                 *UVW_V_TILING 1.0000\r
363                                 *UVW_ANGLE 0.0000\r
364                                 *UVW_BLUR 1.0000\r
365                                 *UVW_BLUR_OFFSET 0.0000\r
366                                 *UVW_NOUSE_AMT 1.0000\r
367                                 *UVW_NOISE_SIZE 1.0000\r
368                                 *UVW_NOISE_LEVEL 1\r
369                                 *UVW_NOISE_PHASE 0.0000\r
370                                 *BITMAP_FILTER Pyramidal\r
371                         }\r
372                 }\r
373                 *SUBMATERIAL 1 {\r
374                         *MATERIAL_NAME "textures/corsair/sailwhite"\r
375                         *MATERIAL_CLASS "Standard"\r
376                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
377                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
378                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
379                         *MATERIAL_SHINE 0.1000\r
380                         *MATERIAL_SHINESTRENGTH 0.0000\r
381                         *MATERIAL_TRANSPARENCY 0.0000\r
382                         *MATERIAL_WIRESIZE 1.0000\r
383                         *MATERIAL_SHADING Blinn\r
384                         *MATERIAL_XP_FALLOFF 0.0000\r
385                         *MATERIAL_SELFILLUM 0.0000\r
386                         *MATERIAL_FALLOFF In\r
387                         *MATERIAL_XP_TYPE Filter\r
388                         *MAP_DIFFUSE {\r
389                                 *MAP_NAME "Map #11"\r
390                                 *MAP_CLASS "Bitmap"\r
391                                 *MAP_SUBNO 1\r
392                                 *MAP_AMOUNT 1.0000\r
393                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\sailwhite.jpg"\r
394                                 *MAP_TYPE Screen\r
395                                 *UVW_U_OFFSET 0.0000\r
396                                 *UVW_V_OFFSET 0.0000\r
397                                 *UVW_U_TILING 1.0000\r
398                                 *UVW_V_TILING 1.0000\r
399                                 *UVW_ANGLE 0.0000\r
400                                 *UVW_BLUR 1.0000\r
401                                 *UVW_BLUR_OFFSET 0.0000\r
402                                 *UVW_NOUSE_AMT 1.0000\r
403                                 *UVW_NOISE_SIZE 1.0000\r
404                                 *UVW_NOISE_LEVEL 1\r
405                                 *UVW_NOISE_PHASE 0.0000\r
406                                 *BITMAP_FILTER Pyramidal\r
407                         }\r
408                 }\r
409         }\r
410         *MATERIAL 2 {\r
411                 *MATERIAL_NAME "Material #677"\r
412                 *MATERIAL_CLASS "Multi/Sub-Object"\r
413                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
414                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
415                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
416                 *MATERIAL_SHINE 0.1000\r
417                 *MATERIAL_SHINESTRENGTH 0.0000\r
418                 *MATERIAL_TRANSPARENCY 0.0000\r
419                 *MATERIAL_WIRESIZE 1.0000\r
420                 *NUMSUBMTLS 5\r
421                 *SUBMATERIAL 0 {\r
422                         *MATERIAL_NAME "textures/corsair/blimp"\r
423                         *MATERIAL_CLASS "Standard"\r
424                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
425                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
426                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
427                         *MATERIAL_SHINE 0.1000\r
428                         *MATERIAL_SHINESTRENGTH 0.0000\r
429                         *MATERIAL_TRANSPARENCY 0.0000\r
430                         *MATERIAL_WIRESIZE 1.0000\r
431                         *MATERIAL_SHADING Blinn\r
432                         *MATERIAL_XP_FALLOFF 0.0000\r
433                         *MATERIAL_SELFILLUM 0.0000\r
434                         *MATERIAL_FALLOFF In\r
435                         *MATERIAL_XP_TYPE Filter\r
436                         *MAP_DIFFUSE {\r
437                                 *MAP_NAME "Map #1"\r
438                                 *MAP_CLASS "Bitmap"\r
439                                 *MAP_SUBNO 1\r
440                                 *MAP_AMOUNT 1.0000\r
441                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp.jpg"\r
442                                 *MAP_TYPE Screen\r
443                                 *UVW_U_OFFSET 0.0000\r
444                                 *UVW_V_OFFSET 0.0000\r
445                                 *UVW_U_TILING 1.0000\r
446                                 *UVW_V_TILING 1.0000\r
447                                 *UVW_ANGLE 0.0000\r
448                                 *UVW_BLUR 1.0000\r
449                                 *UVW_BLUR_OFFSET 0.0000\r
450                                 *UVW_NOUSE_AMT 1.0000\r
451                                 *UVW_NOISE_SIZE 1.0000\r
452                                 *UVW_NOISE_LEVEL 1\r
453                                 *UVW_NOISE_PHASE 0.0000\r
454                                 *BITMAP_FILTER Pyramidal\r
455                         }\r
456                         *MAP_SHINE {\r
457                                 *MAP_NAME "Map #2"\r
458                                 *MAP_CLASS "Bitmap"\r
459                                 *MAP_SUBNO 3\r
460                                 *MAP_AMOUNT 1.0000\r
461                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_gloss.jpg"\r
462                                 *MAP_TYPE Screen\r
463                                 *UVW_U_OFFSET 0.0000\r
464                                 *UVW_V_OFFSET 0.0000\r
465                                 *UVW_U_TILING 1.0000\r
466                                 *UVW_V_TILING 1.0000\r
467                                 *UVW_ANGLE 0.0000\r
468                                 *UVW_BLUR 1.0000\r
469                                 *UVW_BLUR_OFFSET 0.0000\r
470                                 *UVW_NOUSE_AMT 1.0000\r
471                                 *UVW_NOISE_SIZE 1.0000\r
472                                 *UVW_NOISE_LEVEL 1\r
473                                 *UVW_NOISE_PHASE 0.0000\r
474                                 *BITMAP_FILTER Pyramidal\r
475                         }\r
476                         *MAP_BUMP {\r
477                                 *MAP_NAME "Map #3"\r
478                                 *MAP_CLASS "Bitmap"\r
479                                 *MAP_SUBNO 8\r
480                                 *MAP_AMOUNT 1.0000\r
481                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
482                                 *MAP_TYPE Screen\r
483                                 *UVW_U_OFFSET 0.0000\r
484                                 *UVW_V_OFFSET 0.0000\r
485                                 *UVW_U_TILING 1.0000\r
486                                 *UVW_V_TILING 1.0000\r
487                                 *UVW_ANGLE 0.0000\r
488                                 *UVW_BLUR 1.0000\r
489                                 *UVW_BLUR_OFFSET 0.0000\r
490                                 *UVW_NOUSE_AMT 1.0000\r
491                                 *UVW_NOISE_SIZE 1.0000\r
492                                 *UVW_NOISE_LEVEL 1\r
493                                 *UVW_NOISE_PHASE 0.0000\r
494                                 *BITMAP_FILTER Pyramidal\r
495                         }\r
496                 }\r
497                 *SUBMATERIAL 1 {\r
498                         *MATERIAL_NAME "textures/corsair/rust"\r
499                         *MATERIAL_CLASS "Standard"\r
500                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
501                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
502                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
503                         *MATERIAL_SHINE 0.1000\r
504                         *MATERIAL_SHINESTRENGTH 0.0000\r
505                         *MATERIAL_TRANSPARENCY 0.0000\r
506                         *MATERIAL_WIRESIZE 1.0000\r
507                         *MATERIAL_SHADING Blinn\r
508                         *MATERIAL_XP_FALLOFF 0.0000\r
509                         *MATERIAL_SELFILLUM 0.0000\r
510                         *MATERIAL_FALLOFF In\r
511                         *MATERIAL_XP_TYPE Filter\r
512                         *MAP_DIFFUSE {\r
513                                 *MAP_NAME "Map #1"\r
514                                 *MAP_CLASS "Bitmap"\r
515                                 *MAP_SUBNO 1\r
516                                 *MAP_AMOUNT 1.0000\r
517                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust.jpg"\r
518                                 *MAP_TYPE Screen\r
519                                 *UVW_U_OFFSET 0.0000\r
520                                 *UVW_V_OFFSET 0.0000\r
521                                 *UVW_U_TILING 1.0000\r
522                                 *UVW_V_TILING 1.0000\r
523                                 *UVW_ANGLE 0.0000\r
524                                 *UVW_BLUR 1.0000\r
525                                 *UVW_BLUR_OFFSET 0.0000\r
526                                 *UVW_NOUSE_AMT 1.0000\r
527                                 *UVW_NOISE_SIZE 1.0000\r
528                                 *UVW_NOISE_LEVEL 1\r
529                                 *UVW_NOISE_PHASE 0.0000\r
530                                 *BITMAP_FILTER Pyramidal\r
531                         }\r
532                         *MAP_SHINE {\r
533                                 *MAP_NAME "Map #2"\r
534                                 *MAP_CLASS "Bitmap"\r
535                                 *MAP_SUBNO 3\r
536                                 *MAP_AMOUNT 1.0000\r
537                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust_gloss.jpg"\r
538                                 *MAP_TYPE Screen\r
539                                 *UVW_U_OFFSET 0.0000\r
540                                 *UVW_V_OFFSET 0.0000\r
541                                 *UVW_U_TILING 1.0000\r
542                                 *UVW_V_TILING 1.0000\r
543                                 *UVW_ANGLE 0.0000\r
544                                 *UVW_BLUR 1.0000\r
545                                 *UVW_BLUR_OFFSET 0.0000\r
546                                 *UVW_NOUSE_AMT 1.0000\r
547                                 *UVW_NOISE_SIZE 1.0000\r
548                                 *UVW_NOISE_LEVEL 1\r
549                                 *UVW_NOISE_PHASE 0.0000\r
550                                 *BITMAP_FILTER Pyramidal\r
551                         }\r
552                 }\r
553                 *SUBMATERIAL 2 {\r
554                         *MATERIAL_NAME "textures/corsair/sailwhite"\r
555                         *MATERIAL_CLASS "Standard"\r
556                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
557                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
558                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
559                         *MATERIAL_SHINE 0.1000\r
560                         *MATERIAL_SHINESTRENGTH 0.0000\r
561                         *MATERIAL_TRANSPARENCY 0.0000\r
562                         *MATERIAL_WIRESIZE 1.0000\r
563                         *MATERIAL_SHADING Blinn\r
564                         *MATERIAL_XP_FALLOFF 0.0000\r
565                         *MATERIAL_SELFILLUM 0.0000\r
566                         *MATERIAL_FALLOFF In\r
567                         *MATERIAL_XP_TYPE Filter\r
568                         *MAP_DIFFUSE {\r
569                                 *MAP_NAME "Map #11"\r
570                                 *MAP_CLASS "Bitmap"\r
571                                 *MAP_SUBNO 1\r
572                                 *MAP_AMOUNT 1.0000\r
573                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\sailwhite.jpg"\r
574                                 *MAP_TYPE Screen\r
575                                 *UVW_U_OFFSET 0.0000\r
576                                 *UVW_V_OFFSET 0.0000\r
577                                 *UVW_U_TILING 1.0000\r
578                                 *UVW_V_TILING 1.0000\r
579                                 *UVW_ANGLE 0.0000\r
580                                 *UVW_BLUR 1.0000\r
581                                 *UVW_BLUR_OFFSET 0.0000\r
582                                 *UVW_NOUSE_AMT 1.0000\r
583                                 *UVW_NOISE_SIZE 1.0000\r
584                                 *UVW_NOISE_LEVEL 1\r
585                                 *UVW_NOISE_PHASE 0.0000\r
586                                 *BITMAP_FILTER Pyramidal\r
587                         }\r
588                 }\r
589                 *SUBMATERIAL 3 {\r
590                         *MATERIAL_NAME "textures/corsair/wall"\r
591                         *MATERIAL_CLASS "Standard"\r
592                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
593                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
594                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
595                         *MATERIAL_SHINE 0.1000\r
596                         *MATERIAL_SHINESTRENGTH 0.0000\r
597                         *MATERIAL_TRANSPARENCY 0.0000\r
598                         *MATERIAL_WIRESIZE 1.0000\r
599                         *MATERIAL_SHADING Blinn\r
600                         *MATERIAL_XP_FALLOFF 0.0000\r
601                         *MATERIAL_SELFILLUM 0.0000\r
602                         *MATERIAL_FALLOFF In\r
603                         *MATERIAL_XP_TYPE Filter\r
604                         *MAP_DIFFUSE {\r
605                                 *MAP_NAME "Map #1"\r
606                                 *MAP_CLASS "Bitmap"\r
607                                 *MAP_SUBNO 1\r
608                                 *MAP_AMOUNT 1.0000\r
609                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall.jpg"\r
610                                 *MAP_TYPE Screen\r
611                                 *UVW_U_OFFSET 0.0000\r
612                                 *UVW_V_OFFSET 0.0000\r
613                                 *UVW_U_TILING 1.0000\r
614                                 *UVW_V_TILING 1.0000\r
615                                 *UVW_ANGLE 0.0000\r
616                                 *UVW_BLUR 1.0000\r
617                                 *UVW_BLUR_OFFSET 0.0000\r
618                                 *UVW_NOUSE_AMT 1.0000\r
619                                 *UVW_NOISE_SIZE 1.0000\r
620                                 *UVW_NOISE_LEVEL 1\r
621                                 *UVW_NOISE_PHASE 0.0000\r
622                                 *BITMAP_FILTER Pyramidal\r
623                         }\r
624                         *MAP_SHINE {\r
625                                 *MAP_NAME "Map #2"\r
626                                 *MAP_CLASS "Bitmap"\r
627                                 *MAP_SUBNO 3\r
628                                 *MAP_AMOUNT 1.0000\r
629                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall_gloss.jpg"\r
630                                 *MAP_TYPE Screen\r
631                                 *UVW_U_OFFSET 0.0000\r
632                                 *UVW_V_OFFSET 0.0000\r
633                                 *UVW_U_TILING 1.0000\r
634                                 *UVW_V_TILING 1.0000\r
635                                 *UVW_ANGLE 0.0000\r
636                                 *UVW_BLUR 1.0000\r
637                                 *UVW_BLUR_OFFSET 0.0000\r
638                                 *UVW_NOUSE_AMT 1.0000\r
639                                 *UVW_NOISE_SIZE 1.0000\r
640                                 *UVW_NOISE_LEVEL 1\r
641                                 *UVW_NOISE_PHASE 0.0000\r
642                                 *BITMAP_FILTER Pyramidal\r
643                         }\r
644                         *MAP_BUMP {\r
645                                 *MAP_NAME "Map #10"\r
646                                 *MAP_CLASS "Bitmap"\r
647                                 *MAP_SUBNO 8\r
648                                 *MAP_AMOUNT 1.0000\r
649                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall_bump.jpg"\r
650                                 *MAP_TYPE Screen\r
651                                 *UVW_U_OFFSET 0.0000\r
652                                 *UVW_V_OFFSET 0.0000\r
653                                 *UVW_U_TILING 1.0000\r
654                                 *UVW_V_TILING 1.0000\r
655                                 *UVW_ANGLE 0.0000\r
656                                 *UVW_BLUR 1.0000\r
657                                 *UVW_BLUR_OFFSET 0.0000\r
658                                 *UVW_NOUSE_AMT 1.0000\r
659                                 *UVW_NOISE_SIZE 1.0000\r
660                                 *UVW_NOISE_LEVEL 1\r
661                                 *UVW_NOISE_PHASE 0.0000\r
662                                 *BITMAP_FILTER Pyramidal\r
663                         }\r
664                 }\r
665                 *SUBMATERIAL 4 {\r
666                         *MATERIAL_NAME "textures/corsair/sailred"\r
667                         *MATERIAL_CLASS "Standard"\r
668                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
669                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
670                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
671                         *MATERIAL_SHINE 0.1000\r
672                         *MATERIAL_SHINESTRENGTH 0.0000\r
673                         *MATERIAL_TRANSPARENCY 0.0000\r
674                         *MATERIAL_WIRESIZE 1.0000\r
675                         *MATERIAL_SHADING Blinn\r
676                         *MATERIAL_XP_FALLOFF 0.0000\r
677                         *MATERIAL_SELFILLUM 0.0000\r
678                         *MATERIAL_FALLOFF In\r
679                         *MATERIAL_XP_TYPE Filter\r
680                         *MAP_DIFFUSE {\r
681                                 *MAP_NAME "Map #11"\r
682                                 *MAP_CLASS "Bitmap"\r
683                                 *MAP_SUBNO 1\r
684                                 *MAP_AMOUNT 1.0000\r
685                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\sailred.jpg"\r
686                                 *MAP_TYPE Screen\r
687                                 *UVW_U_OFFSET 0.0000\r
688                                 *UVW_V_OFFSET 0.0000\r
689                                 *UVW_U_TILING 1.0000\r
690                                 *UVW_V_TILING 1.0000\r
691                                 *UVW_ANGLE 0.0000\r
692                                 *UVW_BLUR 1.0000\r
693                                 *UVW_BLUR_OFFSET 0.0000\r
694                                 *UVW_NOUSE_AMT 1.0000\r
695                                 *UVW_NOISE_SIZE 1.0000\r
696                                 *UVW_NOISE_LEVEL 1\r
697                                 *UVW_NOISE_PHASE 0.0000\r
698                                 *BITMAP_FILTER Pyramidal\r
699                         }\r
700                 }\r
701         }\r
702         *MATERIAL 3 {\r
703                 *MATERIAL_NAME "Material #700"\r
704                 *MATERIAL_CLASS "Multi/Sub-Object"\r
705                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
706                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
707                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
708                 *MATERIAL_SHINE 0.1000\r
709                 *MATERIAL_SHINESTRENGTH 0.0000\r
710                 *MATERIAL_TRANSPARENCY 0.0000\r
711                 *MATERIAL_WIRESIZE 1.0000\r
712                 *NUMSUBMTLS 3\r
713                 *SUBMATERIAL 0 {\r
714                         *MATERIAL_NAME "textures/corsair/rust"\r
715                         *MATERIAL_CLASS "Standard"\r
716                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
717                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
718                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
719                         *MATERIAL_SHINE 0.1000\r
720                         *MATERIAL_SHINESTRENGTH 0.0000\r
721                         *MATERIAL_TRANSPARENCY 0.0000\r
722                         *MATERIAL_WIRESIZE 1.0000\r
723                         *MATERIAL_SHADING Blinn\r
724                         *MATERIAL_XP_FALLOFF 0.0000\r
725                         *MATERIAL_SELFILLUM 0.0000\r
726                         *MATERIAL_FALLOFF In\r
727                         *MATERIAL_XP_TYPE Filter\r
728                         *MAP_DIFFUSE {\r
729                                 *MAP_NAME "Map #1"\r
730                                 *MAP_CLASS "Bitmap"\r
731                                 *MAP_SUBNO 1\r
732                                 *MAP_AMOUNT 1.0000\r
733                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust.jpg"\r
734                                 *MAP_TYPE Screen\r
735                                 *UVW_U_OFFSET 0.0000\r
736                                 *UVW_V_OFFSET 0.0000\r
737                                 *UVW_U_TILING 1.0000\r
738                                 *UVW_V_TILING 1.0000\r
739                                 *UVW_ANGLE 0.0000\r
740                                 *UVW_BLUR 1.0000\r
741                                 *UVW_BLUR_OFFSET 0.0000\r
742                                 *UVW_NOUSE_AMT 1.0000\r
743                                 *UVW_NOISE_SIZE 1.0000\r
744                                 *UVW_NOISE_LEVEL 1\r
745                                 *UVW_NOISE_PHASE 0.0000\r
746                                 *BITMAP_FILTER Pyramidal\r
747                         }\r
748                         *MAP_SHINE {\r
749                                 *MAP_NAME "Map #2"\r
750                                 *MAP_CLASS "Bitmap"\r
751                                 *MAP_SUBNO 3\r
752                                 *MAP_AMOUNT 1.0000\r
753                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust_gloss.jpg"\r
754                                 *MAP_TYPE Screen\r
755                                 *UVW_U_OFFSET 0.0000\r
756                                 *UVW_V_OFFSET 0.0000\r
757                                 *UVW_U_TILING 1.0000\r
758                                 *UVW_V_TILING 1.0000\r
759                                 *UVW_ANGLE 0.0000\r
760                                 *UVW_BLUR 1.0000\r
761                                 *UVW_BLUR_OFFSET 0.0000\r
762                                 *UVW_NOUSE_AMT 1.0000\r
763                                 *UVW_NOISE_SIZE 1.0000\r
764                                 *UVW_NOISE_LEVEL 1\r
765                                 *UVW_NOISE_PHASE 0.0000\r
766                                 *BITMAP_FILTER Pyramidal\r
767                         }\r
768                 }\r
769                 *SUBMATERIAL 1 {\r
770                         *MATERIAL_NAME "textures/corsair/blimp"\r
771                         *MATERIAL_CLASS "Standard"\r
772                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
773                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
774                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
775                         *MATERIAL_SHINE 0.1000\r
776                         *MATERIAL_SHINESTRENGTH 0.0000\r
777                         *MATERIAL_TRANSPARENCY 0.0000\r
778                         *MATERIAL_WIRESIZE 1.0000\r
779                         *MATERIAL_SHADING Blinn\r
780                         *MATERIAL_XP_FALLOFF 0.0000\r
781                         *MATERIAL_SELFILLUM 0.0000\r
782                         *MATERIAL_FALLOFF In\r
783                         *MATERIAL_XP_TYPE Filter\r
784                         *MAP_DIFFUSE {\r
785                                 *MAP_NAME "Map #1"\r
786                                 *MAP_CLASS "Bitmap"\r
787                                 *MAP_SUBNO 1\r
788                                 *MAP_AMOUNT 1.0000\r
789                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp.jpg"\r
790                                 *MAP_TYPE Screen\r
791                                 *UVW_U_OFFSET 0.0000\r
792                                 *UVW_V_OFFSET 0.0000\r
793                                 *UVW_U_TILING 1.0000\r
794                                 *UVW_V_TILING 1.0000\r
795                                 *UVW_ANGLE 0.0000\r
796                                 *UVW_BLUR 1.0000\r
797                                 *UVW_BLUR_OFFSET 0.0000\r
798                                 *UVW_NOUSE_AMT 1.0000\r
799                                 *UVW_NOISE_SIZE 1.0000\r
800                                 *UVW_NOISE_LEVEL 1\r
801                                 *UVW_NOISE_PHASE 0.0000\r
802                                 *BITMAP_FILTER Pyramidal\r
803                         }\r
804                         *MAP_SHINE {\r
805                                 *MAP_NAME "Map #2"\r
806                                 *MAP_CLASS "Bitmap"\r
807                                 *MAP_SUBNO 3\r
808                                 *MAP_AMOUNT 1.0000\r
809                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_gloss.jpg"\r
810                                 *MAP_TYPE Screen\r
811                                 *UVW_U_OFFSET 0.0000\r
812                                 *UVW_V_OFFSET 0.0000\r
813                                 *UVW_U_TILING 1.0000\r
814                                 *UVW_V_TILING 1.0000\r
815                                 *UVW_ANGLE 0.0000\r
816                                 *UVW_BLUR 1.0000\r
817                                 *UVW_BLUR_OFFSET 0.0000\r
818                                 *UVW_NOUSE_AMT 1.0000\r
819                                 *UVW_NOISE_SIZE 1.0000\r
820                                 *UVW_NOISE_LEVEL 1\r
821                                 *UVW_NOISE_PHASE 0.0000\r
822                                 *BITMAP_FILTER Pyramidal\r
823                         }\r
824                         *MAP_BUMP {\r
825                                 *MAP_NAME "Map #3"\r
826                                 *MAP_CLASS "Bitmap"\r
827                                 *MAP_SUBNO 8\r
828                                 *MAP_AMOUNT 1.0000\r
829                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
830                                 *MAP_TYPE Screen\r
831                                 *UVW_U_OFFSET 0.0000\r
832                                 *UVW_V_OFFSET 0.0000\r
833                                 *UVW_U_TILING 1.0000\r
834                                 *UVW_V_TILING 1.0000\r
835                                 *UVW_ANGLE 0.0000\r
836                                 *UVW_BLUR 1.0000\r
837                                 *UVW_BLUR_OFFSET 0.0000\r
838                                 *UVW_NOUSE_AMT 1.0000\r
839                                 *UVW_NOISE_SIZE 1.0000\r
840                                 *UVW_NOISE_LEVEL 1\r
841                                 *UVW_NOISE_PHASE 0.0000\r
842                                 *BITMAP_FILTER Pyramidal\r
843                         }\r
844                 }\r
845                 *SUBMATERIAL 2 {\r
846                         *MATERIAL_NAME "textures/corsair/metalblack"\r
847                         *MATERIAL_CLASS "Standard"\r
848                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
849                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
850                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
851                         *MATERIAL_SHINE 0.1000\r
852                         *MATERIAL_SHINESTRENGTH 0.0000\r
853                         *MATERIAL_TRANSPARENCY 0.0000\r
854                         *MATERIAL_WIRESIZE 1.0000\r
855                         *MATERIAL_SHADING Blinn\r
856                         *MATERIAL_XP_FALLOFF 0.0000\r
857                         *MATERIAL_SELFILLUM 0.0000\r
858                         *MATERIAL_FALLOFF In\r
859                         *MATERIAL_XP_TYPE Filter\r
860                         *MAP_DIFFUSE {\r
861                                 *MAP_NAME "Map #12"\r
862                                 *MAP_CLASS "Bitmap"\r
863                                 *MAP_SUBNO 1\r
864                                 *MAP_AMOUNT 1.0000\r
865                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack.jpg"\r
866                                 *MAP_TYPE Screen\r
867                                 *UVW_U_OFFSET 0.0000\r
868                                 *UVW_V_OFFSET 0.0000\r
869                                 *UVW_U_TILING 1.0000\r
870                                 *UVW_V_TILING 1.0000\r
871                                 *UVW_ANGLE 0.0000\r
872                                 *UVW_BLUR 1.0000\r
873                                 *UVW_BLUR_OFFSET 0.0000\r
874                                 *UVW_NOUSE_AMT 1.0000\r
875                                 *UVW_NOISE_SIZE 1.0000\r
876                                 *UVW_NOISE_LEVEL 1\r
877                                 *UVW_NOISE_PHASE 0.0000\r
878                                 *BITMAP_FILTER Pyramidal\r
879                         }\r
880                         *MAP_SHINE {\r
881                                 *MAP_NAME "Map #13"\r
882                                 *MAP_CLASS "Bitmap"\r
883                                 *MAP_SUBNO 3\r
884                                 *MAP_AMOUNT 1.0000\r
885                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack_gloss.jpg"\r
886                                 *MAP_TYPE Screen\r
887                                 *UVW_U_OFFSET 0.0000\r
888                                 *UVW_V_OFFSET 0.0000\r
889                                 *UVW_U_TILING 1.0000\r
890                                 *UVW_V_TILING 1.0000\r
891                                 *UVW_ANGLE 0.0000\r
892                                 *UVW_BLUR 1.0000\r
893                                 *UVW_BLUR_OFFSET 0.0000\r
894                                 *UVW_NOUSE_AMT 1.0000\r
895                                 *UVW_NOISE_SIZE 1.0000\r
896                                 *UVW_NOISE_LEVEL 1\r
897                                 *UVW_NOISE_PHASE 0.0000\r
898                                 *BITMAP_FILTER Pyramidal\r
899                         }\r
900                 }\r
901         }\r
902         *MATERIAL 4 {\r
903                 *MATERIAL_NAME "Material #712"\r
904                 *MATERIAL_CLASS "Multi/Sub-Object"\r
905                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
906                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
907                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
908                 *MATERIAL_SHINE 0.1000\r
909                 *MATERIAL_SHINESTRENGTH 0.0000\r
910                 *MATERIAL_TRANSPARENCY 0.0000\r
911                 *MATERIAL_WIRESIZE 1.0000\r
912                 *NUMSUBMTLS 3\r
913                 *SUBMATERIAL 0 {\r
914                         *MATERIAL_NAME "textures/corsair/rust"\r
915                         *MATERIAL_CLASS "Standard"\r
916                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
917                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
918                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
919                         *MATERIAL_SHINE 0.1000\r
920                         *MATERIAL_SHINESTRENGTH 0.0000\r
921                         *MATERIAL_TRANSPARENCY 0.0000\r
922                         *MATERIAL_WIRESIZE 1.0000\r
923                         *MATERIAL_SHADING Blinn\r
924                         *MATERIAL_XP_FALLOFF 0.0000\r
925                         *MATERIAL_SELFILLUM 0.0000\r
926                         *MATERIAL_FALLOFF In\r
927                         *MATERIAL_XP_TYPE Filter\r
928                         *MAP_DIFFUSE {\r
929                                 *MAP_NAME "Map #1"\r
930                                 *MAP_CLASS "Bitmap"\r
931                                 *MAP_SUBNO 1\r
932                                 *MAP_AMOUNT 1.0000\r
933                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust.jpg"\r
934                                 *MAP_TYPE Screen\r
935                                 *UVW_U_OFFSET 0.0000\r
936                                 *UVW_V_OFFSET 0.0000\r
937                                 *UVW_U_TILING 1.0000\r
938                                 *UVW_V_TILING 1.0000\r
939                                 *UVW_ANGLE 0.0000\r
940                                 *UVW_BLUR 1.0000\r
941                                 *UVW_BLUR_OFFSET 0.0000\r
942                                 *UVW_NOUSE_AMT 1.0000\r
943                                 *UVW_NOISE_SIZE 1.0000\r
944                                 *UVW_NOISE_LEVEL 1\r
945                                 *UVW_NOISE_PHASE 0.0000\r
946                                 *BITMAP_FILTER Pyramidal\r
947                         }\r
948                         *MAP_SHINE {\r
949                                 *MAP_NAME "Map #2"\r
950                                 *MAP_CLASS "Bitmap"\r
951                                 *MAP_SUBNO 3\r
952                                 *MAP_AMOUNT 1.0000\r
953                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust_gloss.jpg"\r
954                                 *MAP_TYPE Screen\r
955                                 *UVW_U_OFFSET 0.0000\r
956                                 *UVW_V_OFFSET 0.0000\r
957                                 *UVW_U_TILING 1.0000\r
958                                 *UVW_V_TILING 1.0000\r
959                                 *UVW_ANGLE 0.0000\r
960                                 *UVW_BLUR 1.0000\r
961                                 *UVW_BLUR_OFFSET 0.0000\r
962                                 *UVW_NOUSE_AMT 1.0000\r
963                                 *UVW_NOISE_SIZE 1.0000\r
964                                 *UVW_NOISE_LEVEL 1\r
965                                 *UVW_NOISE_PHASE 0.0000\r
966                                 *BITMAP_FILTER Pyramidal\r
967                         }\r
968                 }\r
969                 *SUBMATERIAL 1 {\r
970                         *MATERIAL_NAME "textures/corsair/blimp"\r
971                         *MATERIAL_CLASS "Standard"\r
972                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
973                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
974                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
975                         *MATERIAL_SHINE 0.1000\r
976                         *MATERIAL_SHINESTRENGTH 0.0000\r
977                         *MATERIAL_TRANSPARENCY 0.0000\r
978                         *MATERIAL_WIRESIZE 1.0000\r
979                         *MATERIAL_SHADING Blinn\r
980                         *MATERIAL_XP_FALLOFF 0.0000\r
981                         *MATERIAL_SELFILLUM 0.0000\r
982                         *MATERIAL_FALLOFF In\r
983                         *MATERIAL_XP_TYPE Filter\r
984                         *MAP_DIFFUSE {\r
985                                 *MAP_NAME "Map #1"\r
986                                 *MAP_CLASS "Bitmap"\r
987                                 *MAP_SUBNO 1\r
988                                 *MAP_AMOUNT 1.0000\r
989                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp.jpg"\r
990                                 *MAP_TYPE Screen\r
991                                 *UVW_U_OFFSET 0.0000\r
992                                 *UVW_V_OFFSET 0.0000\r
993                                 *UVW_U_TILING 1.0000\r
994                                 *UVW_V_TILING 1.0000\r
995                                 *UVW_ANGLE 0.0000\r
996                                 *UVW_BLUR 1.0000\r
997                                 *UVW_BLUR_OFFSET 0.0000\r
998                                 *UVW_NOUSE_AMT 1.0000\r
999                                 *UVW_NOISE_SIZE 1.0000\r
1000                                 *UVW_NOISE_LEVEL 1\r
1001                                 *UVW_NOISE_PHASE 0.0000\r
1002                                 *BITMAP_FILTER Pyramidal\r
1003                         }\r
1004                         *MAP_SHINE {\r
1005                                 *MAP_NAME "Map #2"\r
1006                                 *MAP_CLASS "Bitmap"\r
1007                                 *MAP_SUBNO 3\r
1008                                 *MAP_AMOUNT 1.0000\r
1009                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_gloss.jpg"\r
1010                                 *MAP_TYPE Screen\r
1011                                 *UVW_U_OFFSET 0.0000\r
1012                                 *UVW_V_OFFSET 0.0000\r
1013                                 *UVW_U_TILING 1.0000\r
1014                                 *UVW_V_TILING 1.0000\r
1015                                 *UVW_ANGLE 0.0000\r
1016                                 *UVW_BLUR 1.0000\r
1017                                 *UVW_BLUR_OFFSET 0.0000\r
1018                                 *UVW_NOUSE_AMT 1.0000\r
1019                                 *UVW_NOISE_SIZE 1.0000\r
1020                                 *UVW_NOISE_LEVEL 1\r
1021                                 *UVW_NOISE_PHASE 0.0000\r
1022                                 *BITMAP_FILTER Pyramidal\r
1023                         }\r
1024                         *MAP_BUMP {\r
1025                                 *MAP_NAME "Map #3"\r
1026                                 *MAP_CLASS "Bitmap"\r
1027                                 *MAP_SUBNO 8\r
1028                                 *MAP_AMOUNT 1.0000\r
1029                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
1030                                 *MAP_TYPE Screen\r
1031                                 *UVW_U_OFFSET 0.0000\r
1032                                 *UVW_V_OFFSET 0.0000\r
1033                                 *UVW_U_TILING 1.0000\r
1034                                 *UVW_V_TILING 1.0000\r
1035                                 *UVW_ANGLE 0.0000\r
1036                                 *UVW_BLUR 1.0000\r
1037                                 *UVW_BLUR_OFFSET 0.0000\r
1038                                 *UVW_NOUSE_AMT 1.0000\r
1039                                 *UVW_NOISE_SIZE 1.0000\r
1040                                 *UVW_NOISE_LEVEL 1\r
1041                                 *UVW_NOISE_PHASE 0.0000\r
1042                                 *BITMAP_FILTER Pyramidal\r
1043                         }\r
1044                 }\r
1045                 *SUBMATERIAL 2 {\r
1046                         *MATERIAL_NAME "textures/corsair/metalblack"\r
1047                         *MATERIAL_CLASS "Standard"\r
1048                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1049                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1050                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1051                         *MATERIAL_SHINE 0.1000\r
1052                         *MATERIAL_SHINESTRENGTH 0.0000\r
1053                         *MATERIAL_TRANSPARENCY 0.0000\r
1054                         *MATERIAL_WIRESIZE 1.0000\r
1055                         *MATERIAL_SHADING Blinn\r
1056                         *MATERIAL_XP_FALLOFF 0.0000\r
1057                         *MATERIAL_SELFILLUM 0.0000\r
1058                         *MATERIAL_FALLOFF In\r
1059                         *MATERIAL_XP_TYPE Filter\r
1060                         *MAP_DIFFUSE {\r
1061                                 *MAP_NAME "Map #12"\r
1062                                 *MAP_CLASS "Bitmap"\r
1063                                 *MAP_SUBNO 1\r
1064                                 *MAP_AMOUNT 1.0000\r
1065                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack.jpg"\r
1066                                 *MAP_TYPE Screen\r
1067                                 *UVW_U_OFFSET 0.0000\r
1068                                 *UVW_V_OFFSET 0.0000\r
1069                                 *UVW_U_TILING 1.0000\r
1070                                 *UVW_V_TILING 1.0000\r
1071                                 *UVW_ANGLE 0.0000\r
1072                                 *UVW_BLUR 1.0000\r
1073                                 *UVW_BLUR_OFFSET 0.0000\r
1074                                 *UVW_NOUSE_AMT 1.0000\r
1075                                 *UVW_NOISE_SIZE 1.0000\r
1076                                 *UVW_NOISE_LEVEL 1\r
1077                                 *UVW_NOISE_PHASE 0.0000\r
1078                                 *BITMAP_FILTER Pyramidal\r
1079                         }\r
1080                         *MAP_SHINE {\r
1081                                 *MAP_NAME "Map #13"\r
1082                                 *MAP_CLASS "Bitmap"\r
1083                                 *MAP_SUBNO 3\r
1084                                 *MAP_AMOUNT 1.0000\r
1085                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack_gloss.jpg"\r
1086                                 *MAP_TYPE Screen\r
1087                                 *UVW_U_OFFSET 0.0000\r
1088                                 *UVW_V_OFFSET 0.0000\r
1089                                 *UVW_U_TILING 1.0000\r
1090                                 *UVW_V_TILING 1.0000\r
1091                                 *UVW_ANGLE 0.0000\r
1092                                 *UVW_BLUR 1.0000\r
1093                                 *UVW_BLUR_OFFSET 0.0000\r
1094                                 *UVW_NOUSE_AMT 1.0000\r
1095                                 *UVW_NOISE_SIZE 1.0000\r
1096                                 *UVW_NOISE_LEVEL 1\r
1097                                 *UVW_NOISE_PHASE 0.0000\r
1098                                 *BITMAP_FILTER Pyramidal\r
1099                         }\r
1100                 }\r
1101         }\r
1102         *MATERIAL 5 {\r
1103                 *MATERIAL_NAME "Material #688"\r
1104                 *MATERIAL_CLASS "Multi/Sub-Object"\r
1105                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1106                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1107                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1108                 *MATERIAL_SHINE 0.1000\r
1109                 *MATERIAL_SHINESTRENGTH 0.0000\r
1110                 *MATERIAL_TRANSPARENCY 0.0000\r
1111                 *MATERIAL_WIRESIZE 1.0000\r
1112                 *NUMSUBMTLS 3\r
1113                 *SUBMATERIAL 0 {\r
1114                         *MATERIAL_NAME "textures/corsair/rust"\r
1115                         *MATERIAL_CLASS "Standard"\r
1116                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1117                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1118                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1119                         *MATERIAL_SHINE 0.1000\r
1120                         *MATERIAL_SHINESTRENGTH 0.0000\r
1121                         *MATERIAL_TRANSPARENCY 0.0000\r
1122                         *MATERIAL_WIRESIZE 1.0000\r
1123                         *MATERIAL_SHADING Blinn\r
1124                         *MATERIAL_XP_FALLOFF 0.0000\r
1125                         *MATERIAL_SELFILLUM 0.0000\r
1126                         *MATERIAL_FALLOFF In\r
1127                         *MATERIAL_XP_TYPE Filter\r
1128                         *MAP_DIFFUSE {\r
1129                                 *MAP_NAME "Map #1"\r
1130                                 *MAP_CLASS "Bitmap"\r
1131                                 *MAP_SUBNO 1\r
1132                                 *MAP_AMOUNT 1.0000\r
1133                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust.jpg"\r
1134                                 *MAP_TYPE Screen\r
1135                                 *UVW_U_OFFSET 0.0000\r
1136                                 *UVW_V_OFFSET 0.0000\r
1137                                 *UVW_U_TILING 1.0000\r
1138                                 *UVW_V_TILING 1.0000\r
1139                                 *UVW_ANGLE 0.0000\r
1140                                 *UVW_BLUR 1.0000\r
1141                                 *UVW_BLUR_OFFSET 0.0000\r
1142                                 *UVW_NOUSE_AMT 1.0000\r
1143                                 *UVW_NOISE_SIZE 1.0000\r
1144                                 *UVW_NOISE_LEVEL 1\r
1145                                 *UVW_NOISE_PHASE 0.0000\r
1146                                 *BITMAP_FILTER Pyramidal\r
1147                         }\r
1148                         *MAP_SHINE {\r
1149                                 *MAP_NAME "Map #2"\r
1150                                 *MAP_CLASS "Bitmap"\r
1151                                 *MAP_SUBNO 3\r
1152                                 *MAP_AMOUNT 1.0000\r
1153                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust_gloss.jpg"\r
1154                                 *MAP_TYPE Screen\r
1155                                 *UVW_U_OFFSET 0.0000\r
1156                                 *UVW_V_OFFSET 0.0000\r
1157                                 *UVW_U_TILING 1.0000\r
1158                                 *UVW_V_TILING 1.0000\r
1159                                 *UVW_ANGLE 0.0000\r
1160                                 *UVW_BLUR 1.0000\r
1161                                 *UVW_BLUR_OFFSET 0.0000\r
1162                                 *UVW_NOUSE_AMT 1.0000\r
1163                                 *UVW_NOISE_SIZE 1.0000\r
1164                                 *UVW_NOISE_LEVEL 1\r
1165                                 *UVW_NOISE_PHASE 0.0000\r
1166                                 *BITMAP_FILTER Pyramidal\r
1167                         }\r
1168                 }\r
1169                 *SUBMATERIAL 1 {\r
1170                         *MATERIAL_NAME "textures/corsair/blimp"\r
1171                         *MATERIAL_CLASS "Standard"\r
1172                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1173                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1174                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1175                         *MATERIAL_SHINE 0.1000\r
1176                         *MATERIAL_SHINESTRENGTH 0.0000\r
1177                         *MATERIAL_TRANSPARENCY 0.0000\r
1178                         *MATERIAL_WIRESIZE 1.0000\r
1179                         *MATERIAL_SHADING Blinn\r
1180                         *MATERIAL_XP_FALLOFF 0.0000\r
1181                         *MATERIAL_SELFILLUM 0.0000\r
1182                         *MATERIAL_FALLOFF In\r
1183                         *MATERIAL_XP_TYPE Filter\r
1184                         *MAP_DIFFUSE {\r
1185                                 *MAP_NAME "Map #1"\r
1186                                 *MAP_CLASS "Bitmap"\r
1187                                 *MAP_SUBNO 1\r
1188                                 *MAP_AMOUNT 1.0000\r
1189                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp.jpg"\r
1190                                 *MAP_TYPE Screen\r
1191                                 *UVW_U_OFFSET 0.0000\r
1192                                 *UVW_V_OFFSET 0.0000\r
1193                                 *UVW_U_TILING 1.0000\r
1194                                 *UVW_V_TILING 1.0000\r
1195                                 *UVW_ANGLE 0.0000\r
1196                                 *UVW_BLUR 1.0000\r
1197                                 *UVW_BLUR_OFFSET 0.0000\r
1198                                 *UVW_NOUSE_AMT 1.0000\r
1199                                 *UVW_NOISE_SIZE 1.0000\r
1200                                 *UVW_NOISE_LEVEL 1\r
1201                                 *UVW_NOISE_PHASE 0.0000\r
1202                                 *BITMAP_FILTER Pyramidal\r
1203                         }\r
1204                         *MAP_SHINE {\r
1205                                 *MAP_NAME "Map #2"\r
1206                                 *MAP_CLASS "Bitmap"\r
1207                                 *MAP_SUBNO 3\r
1208                                 *MAP_AMOUNT 1.0000\r
1209                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_gloss.jpg"\r
1210                                 *MAP_TYPE Screen\r
1211                                 *UVW_U_OFFSET 0.0000\r
1212                                 *UVW_V_OFFSET 0.0000\r
1213                                 *UVW_U_TILING 1.0000\r
1214                                 *UVW_V_TILING 1.0000\r
1215                                 *UVW_ANGLE 0.0000\r
1216                                 *UVW_BLUR 1.0000\r
1217                                 *UVW_BLUR_OFFSET 0.0000\r
1218                                 *UVW_NOUSE_AMT 1.0000\r
1219                                 *UVW_NOISE_SIZE 1.0000\r
1220                                 *UVW_NOISE_LEVEL 1\r
1221                                 *UVW_NOISE_PHASE 0.0000\r
1222                                 *BITMAP_FILTER Pyramidal\r
1223                         }\r
1224                         *MAP_BUMP {\r
1225                                 *MAP_NAME "Map #3"\r
1226                                 *MAP_CLASS "Bitmap"\r
1227                                 *MAP_SUBNO 8\r
1228                                 *MAP_AMOUNT 1.0000\r
1229                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
1230                                 *MAP_TYPE Screen\r
1231                                 *UVW_U_OFFSET 0.0000\r
1232                                 *UVW_V_OFFSET 0.0000\r
1233                                 *UVW_U_TILING 1.0000\r
1234                                 *UVW_V_TILING 1.0000\r
1235                                 *UVW_ANGLE 0.0000\r
1236                                 *UVW_BLUR 1.0000\r
1237                                 *UVW_BLUR_OFFSET 0.0000\r
1238                                 *UVW_NOUSE_AMT 1.0000\r
1239                                 *UVW_NOISE_SIZE 1.0000\r
1240                                 *UVW_NOISE_LEVEL 1\r
1241                                 *UVW_NOISE_PHASE 0.0000\r
1242                                 *BITMAP_FILTER Pyramidal\r
1243                         }\r
1244                 }\r
1245                 *SUBMATERIAL 2 {\r
1246                         *MATERIAL_NAME "textures/corsair/metalblack"\r
1247                         *MATERIAL_CLASS "Standard"\r
1248                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1249                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1250                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1251                         *MATERIAL_SHINE 0.1000\r
1252                         *MATERIAL_SHINESTRENGTH 0.0000\r
1253                         *MATERIAL_TRANSPARENCY 0.0000\r
1254                         *MATERIAL_WIRESIZE 1.0000\r
1255                         *MATERIAL_SHADING Blinn\r
1256                         *MATERIAL_XP_FALLOFF 0.0000\r
1257                         *MATERIAL_SELFILLUM 0.0000\r
1258                         *MATERIAL_FALLOFF In\r
1259                         *MATERIAL_XP_TYPE Filter\r
1260                         *MAP_DIFFUSE {\r
1261                                 *MAP_NAME "Map #12"\r
1262                                 *MAP_CLASS "Bitmap"\r
1263                                 *MAP_SUBNO 1\r
1264                                 *MAP_AMOUNT 1.0000\r
1265                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack.jpg"\r
1266                                 *MAP_TYPE Screen\r
1267                                 *UVW_U_OFFSET 0.0000\r
1268                                 *UVW_V_OFFSET 0.0000\r
1269                                 *UVW_U_TILING 1.0000\r
1270                                 *UVW_V_TILING 1.0000\r
1271                                 *UVW_ANGLE 0.0000\r
1272                                 *UVW_BLUR 1.0000\r
1273                                 *UVW_BLUR_OFFSET 0.0000\r
1274                                 *UVW_NOUSE_AMT 1.0000\r
1275                                 *UVW_NOISE_SIZE 1.0000\r
1276                                 *UVW_NOISE_LEVEL 1\r
1277                                 *UVW_NOISE_PHASE 0.0000\r
1278                                 *BITMAP_FILTER Pyramidal\r
1279                         }\r
1280                         *MAP_SHINE {\r
1281                                 *MAP_NAME "Map #13"\r
1282                                 *MAP_CLASS "Bitmap"\r
1283                                 *MAP_SUBNO 3\r
1284                                 *MAP_AMOUNT 1.0000\r
1285                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack_gloss.jpg"\r
1286                                 *MAP_TYPE Screen\r
1287                                 *UVW_U_OFFSET 0.0000\r
1288                                 *UVW_V_OFFSET 0.0000\r
1289                                 *UVW_U_TILING 1.0000\r
1290                                 *UVW_V_TILING 1.0000\r
1291                                 *UVW_ANGLE 0.0000\r
1292                                 *UVW_BLUR 1.0000\r
1293                                 *UVW_BLUR_OFFSET 0.0000\r
1294                                 *UVW_NOUSE_AMT 1.0000\r
1295                                 *UVW_NOISE_SIZE 1.0000\r
1296                                 *UVW_NOISE_LEVEL 1\r
1297                                 *UVW_NOISE_PHASE 0.0000\r
1298                                 *BITMAP_FILTER Pyramidal\r
1299                         }\r
1300                 }\r
1301         }\r
1302         *MATERIAL 6 {\r
1303                 *MATERIAL_NAME "textures/corsair/metalblack"\r
1304                 *MATERIAL_CLASS "Standard"\r
1305                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1306                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1307                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1308                 *MATERIAL_SHINE 0.1000\r
1309                 *MATERIAL_SHINESTRENGTH 0.0000\r
1310                 *MATERIAL_TRANSPARENCY 0.0000\r
1311                 *MATERIAL_WIRESIZE 1.0000\r
1312                 *MATERIAL_SHADING Blinn\r
1313                 *MATERIAL_XP_FALLOFF 0.0000\r
1314                 *MATERIAL_SELFILLUM 0.0000\r
1315                 *MATERIAL_FALLOFF In\r
1316                 *MATERIAL_XP_TYPE Filter\r
1317                 *MAP_DIFFUSE {\r
1318                         *MAP_NAME "Map #12"\r
1319                         *MAP_CLASS "Bitmap"\r
1320                         *MAP_SUBNO 1\r
1321                         *MAP_AMOUNT 1.0000\r
1322                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack.jpg"\r
1323                         *MAP_TYPE Screen\r
1324                         *UVW_U_OFFSET 0.0000\r
1325                         *UVW_V_OFFSET 0.0000\r
1326                         *UVW_U_TILING 1.0000\r
1327                         *UVW_V_TILING 1.0000\r
1328                         *UVW_ANGLE 0.0000\r
1329                         *UVW_BLUR 1.0000\r
1330                         *UVW_BLUR_OFFSET 0.0000\r
1331                         *UVW_NOUSE_AMT 1.0000\r
1332                         *UVW_NOISE_SIZE 1.0000\r
1333                         *UVW_NOISE_LEVEL 1\r
1334                         *UVW_NOISE_PHASE 0.0000\r
1335                         *BITMAP_FILTER Pyramidal\r
1336                 }\r
1337                 *MAP_SHINE {\r
1338                         *MAP_NAME "Map #13"\r
1339                         *MAP_CLASS "Bitmap"\r
1340                         *MAP_SUBNO 3\r
1341                         *MAP_AMOUNT 1.0000\r
1342                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack_gloss.jpg"\r
1343                         *MAP_TYPE Screen\r
1344                         *UVW_U_OFFSET 0.0000\r
1345                         *UVW_V_OFFSET 0.0000\r
1346                         *UVW_U_TILING 1.0000\r
1347                         *UVW_V_TILING 1.0000\r
1348                         *UVW_ANGLE 0.0000\r
1349                         *UVW_BLUR 1.0000\r
1350                         *UVW_BLUR_OFFSET 0.0000\r
1351                         *UVW_NOUSE_AMT 1.0000\r
1352                         *UVW_NOISE_SIZE 1.0000\r
1353                         *UVW_NOISE_LEVEL 1\r
1354                         *UVW_NOISE_PHASE 0.0000\r
1355                         *BITMAP_FILTER Pyramidal\r
1356                 }\r
1357         }\r
1358         *MATERIAL 7 {\r
1359                 *MATERIAL_NAME "Material #727"\r
1360                 *MATERIAL_CLASS "Multi/Sub-Object"\r
1361                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1362                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1363                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1364                 *MATERIAL_SHINE 0.1000\r
1365                 *MATERIAL_SHINESTRENGTH 0.0000\r
1366                 *MATERIAL_TRANSPARENCY 0.0000\r
1367                 *MATERIAL_WIRESIZE 1.0000\r
1368                 *NUMSUBMTLS 2\r
1369                 *SUBMATERIAL 0 {\r
1370                         *MATERIAL_NAME "textures/corsair/metalblack"\r
1371                         *MATERIAL_CLASS "Standard"\r
1372                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1373                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1374                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1375                         *MATERIAL_SHINE 0.1000\r
1376                         *MATERIAL_SHINESTRENGTH 0.0000\r
1377                         *MATERIAL_TRANSPARENCY 0.0000\r
1378                         *MATERIAL_WIRESIZE 1.0000\r
1379                         *MATERIAL_SHADING Blinn\r
1380                         *MATERIAL_XP_FALLOFF 0.0000\r
1381                         *MATERIAL_SELFILLUM 0.0000\r
1382                         *MATERIAL_FALLOFF In\r
1383                         *MATERIAL_XP_TYPE Filter\r
1384                         *MAP_DIFFUSE {\r
1385                                 *MAP_NAME "Map #12"\r
1386                                 *MAP_CLASS "Bitmap"\r
1387                                 *MAP_SUBNO 1\r
1388                                 *MAP_AMOUNT 1.0000\r
1389                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack.jpg"\r
1390                                 *MAP_TYPE Screen\r
1391                                 *UVW_U_OFFSET 0.0000\r
1392                                 *UVW_V_OFFSET 0.0000\r
1393                                 *UVW_U_TILING 1.0000\r
1394                                 *UVW_V_TILING 1.0000\r
1395                                 *UVW_ANGLE 0.0000\r
1396                                 *UVW_BLUR 1.0000\r
1397                                 *UVW_BLUR_OFFSET 0.0000\r
1398                                 *UVW_NOUSE_AMT 1.0000\r
1399                                 *UVW_NOISE_SIZE 1.0000\r
1400                                 *UVW_NOISE_LEVEL 1\r
1401                                 *UVW_NOISE_PHASE 0.0000\r
1402                                 *BITMAP_FILTER Pyramidal\r
1403                         }\r
1404                         *MAP_SHINE {\r
1405                                 *MAP_NAME "Map #13"\r
1406                                 *MAP_CLASS "Bitmap"\r
1407                                 *MAP_SUBNO 3\r
1408                                 *MAP_AMOUNT 1.0000\r
1409                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack_gloss.jpg"\r
1410                                 *MAP_TYPE Screen\r
1411                                 *UVW_U_OFFSET 0.0000\r
1412                                 *UVW_V_OFFSET 0.0000\r
1413                                 *UVW_U_TILING 1.0000\r
1414                                 *UVW_V_TILING 1.0000\r
1415                                 *UVW_ANGLE 0.0000\r
1416                                 *UVW_BLUR 1.0000\r
1417                                 *UVW_BLUR_OFFSET 0.0000\r
1418                                 *UVW_NOUSE_AMT 1.0000\r
1419                                 *UVW_NOISE_SIZE 1.0000\r
1420                                 *UVW_NOISE_LEVEL 1\r
1421                                 *UVW_NOISE_PHASE 0.0000\r
1422                                 *BITMAP_FILTER Pyramidal\r
1423                         }\r
1424                 }\r
1425                 *SUBMATERIAL 1 {\r
1426                         *MATERIAL_NAME "textures/corsair/blimp"\r
1427                         *MATERIAL_CLASS "Standard"\r
1428                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1429                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1430                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1431                         *MATERIAL_SHINE 0.1000\r
1432                         *MATERIAL_SHINESTRENGTH 0.0000\r
1433                         *MATERIAL_TRANSPARENCY 0.0000\r
1434                         *MATERIAL_WIRESIZE 1.0000\r
1435                         *MATERIAL_SHADING Blinn\r
1436                         *MATERIAL_XP_FALLOFF 0.0000\r
1437                         *MATERIAL_SELFILLUM 0.0000\r
1438                         *MATERIAL_FALLOFF In\r
1439                         *MATERIAL_XP_TYPE Filter\r
1440                         *MAP_DIFFUSE {\r
1441                                 *MAP_NAME "Map #1"\r
1442                                 *MAP_CLASS "Bitmap"\r
1443                                 *MAP_SUBNO 1\r
1444                                 *MAP_AMOUNT 1.0000\r
1445                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp.jpg"\r
1446                                 *MAP_TYPE Screen\r
1447                                 *UVW_U_OFFSET 0.0000\r
1448                                 *UVW_V_OFFSET 0.0000\r
1449                                 *UVW_U_TILING 1.0000\r
1450                                 *UVW_V_TILING 1.0000\r
1451                                 *UVW_ANGLE 0.0000\r
1452                                 *UVW_BLUR 1.0000\r
1453                                 *UVW_BLUR_OFFSET 0.0000\r
1454                                 *UVW_NOUSE_AMT 1.0000\r
1455                                 *UVW_NOISE_SIZE 1.0000\r
1456                                 *UVW_NOISE_LEVEL 1\r
1457                                 *UVW_NOISE_PHASE 0.0000\r
1458                                 *BITMAP_FILTER Pyramidal\r
1459                         }\r
1460                         *MAP_SHINE {\r
1461                                 *MAP_NAME "Map #2"\r
1462                                 *MAP_CLASS "Bitmap"\r
1463                                 *MAP_SUBNO 3\r
1464                                 *MAP_AMOUNT 1.0000\r
1465                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_gloss.jpg"\r
1466                                 *MAP_TYPE Screen\r
1467                                 *UVW_U_OFFSET 0.0000\r
1468                                 *UVW_V_OFFSET 0.0000\r
1469                                 *UVW_U_TILING 1.0000\r
1470                                 *UVW_V_TILING 1.0000\r
1471                                 *UVW_ANGLE 0.0000\r
1472                                 *UVW_BLUR 1.0000\r
1473                                 *UVW_BLUR_OFFSET 0.0000\r
1474                                 *UVW_NOUSE_AMT 1.0000\r
1475                                 *UVW_NOISE_SIZE 1.0000\r
1476                                 *UVW_NOISE_LEVEL 1\r
1477                                 *UVW_NOISE_PHASE 0.0000\r
1478                                 *BITMAP_FILTER Pyramidal\r
1479                         }\r
1480                         *MAP_BUMP {\r
1481                                 *MAP_NAME "Map #3"\r
1482                                 *MAP_CLASS "Bitmap"\r
1483                                 *MAP_SUBNO 8\r
1484                                 *MAP_AMOUNT 1.0000\r
1485                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
1486                                 *MAP_TYPE Screen\r
1487                                 *UVW_U_OFFSET 0.0000\r
1488                                 *UVW_V_OFFSET 0.0000\r
1489                                 *UVW_U_TILING 1.0000\r
1490                                 *UVW_V_TILING 1.0000\r
1491                                 *UVW_ANGLE 0.0000\r
1492                                 *UVW_BLUR 1.0000\r
1493                                 *UVW_BLUR_OFFSET 0.0000\r
1494                                 *UVW_NOUSE_AMT 1.0000\r
1495                                 *UVW_NOISE_SIZE 1.0000\r
1496                                 *UVW_NOISE_LEVEL 1\r
1497                                 *UVW_NOISE_PHASE 0.0000\r
1498                                 *BITMAP_FILTER Pyramidal\r
1499                         }\r
1500                 }\r
1501         }\r
1502         *MATERIAL 8 {\r
1503                 *MATERIAL_NAME "textures/corsair/crate1"\r
1504                 *MATERIAL_CLASS "Standard"\r
1505                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1506                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1507                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1508                 *MATERIAL_SHINE 0.1000\r
1509                 *MATERIAL_SHINESTRENGTH 0.0000\r
1510                 *MATERIAL_TRANSPARENCY 0.0000\r
1511                 *MATERIAL_WIRESIZE 1.0000\r
1512                 *MATERIAL_SHADING Blinn\r
1513                 *MATERIAL_XP_FALLOFF 0.0000\r
1514                 *MATERIAL_SELFILLUM 0.0000\r
1515                 *MATERIAL_FALLOFF In\r
1516                 *MATERIAL_XP_TYPE Filter\r
1517                 *MAP_DIFFUSE {\r
1518                         *MAP_NAME "Map #12"\r
1519                         *MAP_CLASS "Bitmap"\r
1520                         *MAP_SUBNO 1\r
1521                         *MAP_AMOUNT 1.0000\r
1522                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate1.jpg"\r
1523                         *MAP_TYPE Screen\r
1524                         *UVW_U_OFFSET 0.0000\r
1525                         *UVW_V_OFFSET 0.0000\r
1526                         *UVW_U_TILING 1.0000\r
1527                         *UVW_V_TILING 1.0000\r
1528                         *UVW_ANGLE 0.0000\r
1529                         *UVW_BLUR 1.0000\r
1530                         *UVW_BLUR_OFFSET 0.0000\r
1531                         *UVW_NOUSE_AMT 1.0000\r
1532                         *UVW_NOISE_SIZE 1.0000\r
1533                         *UVW_NOISE_LEVEL 1\r
1534                         *UVW_NOISE_PHASE 0.0000\r
1535                         *BITMAP_FILTER Pyramidal\r
1536                 }\r
1537                 *MAP_BUMP {\r
1538                         *MAP_NAME "Map #16"\r
1539                         *MAP_CLASS "Bitmap"\r
1540                         *MAP_SUBNO 8\r
1541                         *MAP_AMOUNT 1.0000\r
1542                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate1_bump.jpg"\r
1543                         *MAP_TYPE Screen\r
1544                         *UVW_U_OFFSET 0.0000\r
1545                         *UVW_V_OFFSET 0.0000\r
1546                         *UVW_U_TILING 1.0000\r
1547                         *UVW_V_TILING 1.0000\r
1548                         *UVW_ANGLE 0.0000\r
1549                         *UVW_BLUR 1.0000\r
1550                         *UVW_BLUR_OFFSET 0.0000\r
1551                         *UVW_NOUSE_AMT 1.0000\r
1552                         *UVW_NOISE_SIZE 1.0000\r
1553                         *UVW_NOISE_LEVEL 1\r
1554                         *UVW_NOISE_PHASE 0.0000\r
1555                         *BITMAP_FILTER Pyramidal\r
1556                 }\r
1557         }\r
1558         *MATERIAL 9 {\r
1559                 *MATERIAL_NAME "textures/corsair/crate2"\r
1560                 *MATERIAL_CLASS "Standard"\r
1561                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1562                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1563                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1564                 *MATERIAL_SHINE 0.1000\r
1565                 *MATERIAL_SHINESTRENGTH 0.0000\r
1566                 *MATERIAL_TRANSPARENCY 0.0000\r
1567                 *MATERIAL_WIRESIZE 1.0000\r
1568                 *MATERIAL_SHADING Blinn\r
1569                 *MATERIAL_XP_FALLOFF 0.0000\r
1570                 *MATERIAL_SELFILLUM 0.0000\r
1571                 *MATERIAL_FALLOFF In\r
1572                 *MATERIAL_XP_TYPE Filter\r
1573                 *MAP_DIFFUSE {\r
1574                         *MAP_NAME "Map #12"\r
1575                         *MAP_CLASS "Bitmap"\r
1576                         *MAP_SUBNO 1\r
1577                         *MAP_AMOUNT 1.0000\r
1578                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2.jpg"\r
1579                         *MAP_TYPE Screen\r
1580                         *UVW_U_OFFSET 0.0000\r
1581                         *UVW_V_OFFSET 0.0000\r
1582                         *UVW_U_TILING 1.0000\r
1583                         *UVW_V_TILING 1.0000\r
1584                         *UVW_ANGLE 0.0000\r
1585                         *UVW_BLUR 1.0000\r
1586                         *UVW_BLUR_OFFSET 0.0000\r
1587                         *UVW_NOUSE_AMT 1.0000\r
1588                         *UVW_NOISE_SIZE 1.0000\r
1589                         *UVW_NOISE_LEVEL 1\r
1590                         *UVW_NOISE_PHASE 0.0000\r
1591                         *BITMAP_FILTER Pyramidal\r
1592                 }\r
1593                 *MAP_BUMP {\r
1594                         *MAP_NAME "Map #17"\r
1595                         *MAP_CLASS "Bitmap"\r
1596                         *MAP_SUBNO 8\r
1597                         *MAP_AMOUNT 1.0000\r
1598                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2_bump.jpg"\r
1599                         *MAP_TYPE Screen\r
1600                         *UVW_U_OFFSET 0.0000\r
1601                         *UVW_V_OFFSET 0.0000\r
1602                         *UVW_U_TILING 1.0000\r
1603                         *UVW_V_TILING 1.0000\r
1604                         *UVW_ANGLE 0.0000\r
1605                         *UVW_BLUR 1.0000\r
1606                         *UVW_BLUR_OFFSET 0.0000\r
1607                         *UVW_NOUSE_AMT 1.0000\r
1608                         *UVW_NOISE_SIZE 1.0000\r
1609                         *UVW_NOISE_LEVEL 1\r
1610                         *UVW_NOISE_PHASE 0.0000\r
1611                         *BITMAP_FILTER Pyramidal\r
1612                 }\r
1613         }\r
1614         *MATERIAL 10 {\r
1615                 *MATERIAL_NAME "Material #749"\r
1616                 *MATERIAL_CLASS "Multi/Sub-Object"\r
1617                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1618                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1619                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1620                 *MATERIAL_SHINE 0.1000\r
1621                 *MATERIAL_SHINESTRENGTH 0.0000\r
1622                 *MATERIAL_TRANSPARENCY 0.0000\r
1623                 *MATERIAL_WIRESIZE 1.0000\r
1624                 *NUMSUBMTLS 2\r
1625                 *SUBMATERIAL 0 {\r
1626                         *MATERIAL_NAME "textures/corsair/crate2"\r
1627                         *MATERIAL_CLASS "Standard"\r
1628                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1629                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1630                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1631                         *MATERIAL_SHINE 0.1000\r
1632                         *MATERIAL_SHINESTRENGTH 0.0000\r
1633                         *MATERIAL_TRANSPARENCY 0.0000\r
1634                         *MATERIAL_WIRESIZE 1.0000\r
1635                         *MATERIAL_SHADING Blinn\r
1636                         *MATERIAL_XP_FALLOFF 0.0000\r
1637                         *MATERIAL_SELFILLUM 0.0000\r
1638                         *MATERIAL_FALLOFF In\r
1639                         *MATERIAL_XP_TYPE Filter\r
1640                         *MAP_DIFFUSE {\r
1641                                 *MAP_NAME "Map #12"\r
1642                                 *MAP_CLASS "Bitmap"\r
1643                                 *MAP_SUBNO 1\r
1644                                 *MAP_AMOUNT 1.0000\r
1645                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2.jpg"\r
1646                                 *MAP_TYPE Screen\r
1647                                 *UVW_U_OFFSET 0.0000\r
1648                                 *UVW_V_OFFSET 0.0000\r
1649                                 *UVW_U_TILING 1.0000\r
1650                                 *UVW_V_TILING 1.0000\r
1651                                 *UVW_ANGLE 0.0000\r
1652                                 *UVW_BLUR 1.0000\r
1653                                 *UVW_BLUR_OFFSET 0.0000\r
1654                                 *UVW_NOUSE_AMT 1.0000\r
1655                                 *UVW_NOISE_SIZE 1.0000\r
1656                                 *UVW_NOISE_LEVEL 1\r
1657                                 *UVW_NOISE_PHASE 0.0000\r
1658                                 *BITMAP_FILTER Pyramidal\r
1659                         }\r
1660                         *MAP_BUMP {\r
1661                                 *MAP_NAME "Map #17"\r
1662                                 *MAP_CLASS "Bitmap"\r
1663                                 *MAP_SUBNO 8\r
1664                                 *MAP_AMOUNT 1.0000\r
1665                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2_bump.jpg"\r
1666                                 *MAP_TYPE Screen\r
1667                                 *UVW_U_OFFSET 0.0000\r
1668                                 *UVW_V_OFFSET 0.0000\r
1669                                 *UVW_U_TILING 1.0000\r
1670                                 *UVW_V_TILING 1.0000\r
1671                                 *UVW_ANGLE 0.0000\r
1672                                 *UVW_BLUR 1.0000\r
1673                                 *UVW_BLUR_OFFSET 0.0000\r
1674                                 *UVW_NOUSE_AMT 1.0000\r
1675                                 *UVW_NOISE_SIZE 1.0000\r
1676                                 *UVW_NOISE_LEVEL 1\r
1677                                 *UVW_NOISE_PHASE 0.0000\r
1678                                 *BITMAP_FILTER Pyramidal\r
1679                         }\r
1680                 }\r
1681                 *SUBMATERIAL 1 {\r
1682                         *MATERIAL_NAME "textures/corsair/crate1"\r
1683                         *MATERIAL_CLASS "Standard"\r
1684                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1685                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1686                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1687                         *MATERIAL_SHINE 0.1000\r
1688                         *MATERIAL_SHINESTRENGTH 0.0000\r
1689                         *MATERIAL_TRANSPARENCY 0.0000\r
1690                         *MATERIAL_WIRESIZE 1.0000\r
1691                         *MATERIAL_SHADING Blinn\r
1692                         *MATERIAL_XP_FALLOFF 0.0000\r
1693                         *MATERIAL_SELFILLUM 0.0000\r
1694                         *MATERIAL_FALLOFF In\r
1695                         *MATERIAL_XP_TYPE Filter\r
1696                         *MAP_DIFFUSE {\r
1697                                 *MAP_NAME "Map #12"\r
1698                                 *MAP_CLASS "Bitmap"\r
1699                                 *MAP_SUBNO 1\r
1700                                 *MAP_AMOUNT 1.0000\r
1701                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate1.jpg"\r
1702                                 *MAP_TYPE Screen\r
1703                                 *UVW_U_OFFSET 0.0000\r
1704                                 *UVW_V_OFFSET 0.0000\r
1705                                 *UVW_U_TILING 1.0000\r
1706                                 *UVW_V_TILING 1.0000\r
1707                                 *UVW_ANGLE 0.0000\r
1708                                 *UVW_BLUR 1.0000\r
1709                                 *UVW_BLUR_OFFSET 0.0000\r
1710                                 *UVW_NOUSE_AMT 1.0000\r
1711                                 *UVW_NOISE_SIZE 1.0000\r
1712                                 *UVW_NOISE_LEVEL 1\r
1713                                 *UVW_NOISE_PHASE 0.0000\r
1714                                 *BITMAP_FILTER Pyramidal\r
1715                         }\r
1716                         *MAP_BUMP {\r
1717                                 *MAP_NAME "Map #16"\r
1718                                 *MAP_CLASS "Bitmap"\r
1719                                 *MAP_SUBNO 8\r
1720                                 *MAP_AMOUNT 1.0000\r
1721                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate1_bump.jpg"\r
1722                                 *MAP_TYPE Screen\r
1723                                 *UVW_U_OFFSET 0.0000\r
1724                                 *UVW_V_OFFSET 0.0000\r
1725                                 *UVW_U_TILING 1.0000\r
1726                                 *UVW_V_TILING 1.0000\r
1727                                 *UVW_ANGLE 0.0000\r
1728                                 *UVW_BLUR 1.0000\r
1729                                 *UVW_BLUR_OFFSET 0.0000\r
1730                                 *UVW_NOUSE_AMT 1.0000\r
1731                                 *UVW_NOISE_SIZE 1.0000\r
1732                                 *UVW_NOISE_LEVEL 1\r
1733                                 *UVW_NOISE_PHASE 0.0000\r
1734                                 *BITMAP_FILTER Pyramidal\r
1735                         }\r
1736                 }\r
1737         }\r
1738 }\r
1739 *GEOMOBJECT {\r
1740         *NODE_NAME "Box15"\r
1741         *NODE_TM {\r
1742                 *NODE_NAME "Box15"\r
1743                 *INHERIT_POS 0 0 0\r
1744                 *INHERIT_ROT 0 0 0\r
1745                 *INHERIT_SCL 0 0 0\r
1746                 *TM_ROW0 1.0000 0.0000  0.0000\r
1747                 *TM_ROW1 0.0000 1.0000  0.0000\r
1748                 *TM_ROW2 0.0000 0.0000  0.5736\r
1749                 *TM_ROW3 22.0471        61.6178 8.1801\r
1750                 *TM_POS 22.0471 61.6178 8.1801\r
1751                 *TM_ROTAXIS 0.0000      0.0000  0.0000\r
1752                 *TM_ROTANGLE 0.0000\r
1753                 *TM_SCALE 1.0000        1.0000  0.5736\r
1754                 *TM_SCALEAXIS 0.0000    0.0000  0.0000\r
1755                 *TM_SCALEAXISANG 0.0000\r
1756         }\r
1757         *MESH {\r
1758                 *TIMEVALUE 0\r
1759                 *MESH_NUMVERTEX 40\r
1760                 *MESH_NUMFACES 60\r
1761                 *MESH_VERTEX_LIST {\r
1762                         *MESH_VERTEX    0       0.4264  53.5631 4.0794\r
1763                         *MESH_VERTEX    1       7.6277  53.5631 4.0794\r
1764                         *MESH_VERTEX    2       0.4264  69.6725 4.0794\r
1765                         *MESH_VERTEX    3       7.6277  69.6725 4.0794\r
1766                         *MESH_VERTEX    4       0.4264  53.5631 4.7038\r
1767                         *MESH_VERTEX    5       7.6277  53.5631 4.7038\r
1768                         *MESH_VERTEX    6       0.4264  69.6725 4.7038\r
1769                         *MESH_VERTEX    7       7.6277  69.6725 4.7038\r
1770                         *MESH_VERTEX    8       5.3059  67.9880 0.0000\r
1771                         *MESH_VERTEX    9       6.3059  67.9880 0.0000\r
1772                         *MESH_VERTEX   10       5.3059  68.9880 0.0000\r
1773                         *MESH_VERTEX   11       6.3059  68.9880 0.0000\r
1774                         *MESH_VERTEX   12       5.3059  67.9880 4.1751\r
1775                         *MESH_VERTEX   13       6.3059  67.9880 4.1751\r
1776                         *MESH_VERTEX   14       5.3059  68.9880 4.1751\r
1777                         *MESH_VERTEX   15       6.3059  68.9880 4.1751\r
1778                         *MESH_VERTEX   16       5.3059  54.6065 0.0000\r
1779                         *MESH_VERTEX   17       6.3059  54.6065 0.0000\r
1780                         *MESH_VERTEX   18       5.3059  55.6065 0.0000\r
1781                         *MESH_VERTEX   19       6.3059  55.6065 0.0000\r
1782                         *MESH_VERTEX   20       5.3059  54.6065 4.1751\r
1783                         *MESH_VERTEX   21       6.3059  54.6065 4.1751\r
1784                         *MESH_VERTEX   22       5.3059  55.6065 4.1751\r
1785                         *MESH_VERTEX   23       6.3059  55.6065 4.1751\r
1786                         *MESH_VERTEX   24       1.4925  67.9880 0.0000\r
1787                         *MESH_VERTEX   25       2.4925  67.9880 0.0000\r
1788                         *MESH_VERTEX   26       1.4925  68.9880 0.0000\r
1789                         *MESH_VERTEX   27       2.4925  68.9880 0.0000\r
1790                         *MESH_VERTEX   28       1.4925  67.9880 4.1751\r
1791                         *MESH_VERTEX   29       2.4925  67.9880 4.1751\r
1792                         *MESH_VERTEX   30       1.4925  68.9880 4.1751\r
1793                         *MESH_VERTEX   31       2.4925  68.9880 4.1751\r
1794                         *MESH_VERTEX   32       1.4925  54.6065 0.0000\r
1795                         *MESH_VERTEX   33       2.4925  54.6065 0.0000\r
1796                         *MESH_VERTEX   34       1.4925  55.6065 0.0000\r
1797                         *MESH_VERTEX   35       2.4925  55.6065 0.0000\r
1798                         *MESH_VERTEX   36       1.4925  54.6065 4.1751\r
1799                         *MESH_VERTEX   37       2.4925  54.6065 4.1751\r
1800                         *MESH_VERTEX   38       1.4925  55.6065 4.1751\r
1801                         *MESH_VERTEX   39       2.4925  55.6065 4.1751\r
1802                 }\r
1803                 *MESH_FACE_LIST {\r
1804                         *MESH_FACE    0:    A:    3 B:    1 C:    0 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 1\r
1805                         *MESH_FACE    1:    A:    0 B:    2 C:    3 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 1\r
1806                         *MESH_FACE    2:    A:    7 B:    6 C:    4 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 0\r
1807                         *MESH_FACE    3:    A:    4 B:    5 C:    7 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 0\r
1808                         *MESH_FACE    4:    A:    5 B:    4 C:    0 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1809                         *MESH_FACE    5:    A:    0 B:    1 C:    5 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1810                         *MESH_FACE    6:    A:    7 B:    5 C:    1 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 5      *MESH_MTLID 3\r
1811                         *MESH_FACE    7:    A:    1 B:    3 C:    7 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 5      *MESH_MTLID 3\r
1812                         *MESH_FACE    8:    A:    6 B:    7 C:    3 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 6      *MESH_MTLID 5\r
1813                         *MESH_FACE    9:    A:    3 B:    2 C:    6 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 6      *MESH_MTLID 5\r
1814                         *MESH_FACE   10:    A:    4 B:    6 C:    2 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 7      *MESH_MTLID 2\r
1815                         *MESH_FACE   11:    A:    2 B:    0 C:    4 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 7      *MESH_MTLID 2\r
1816                         *MESH_FACE   12:    A:    8 B:   10 C:   11 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 1\r
1817                         *MESH_FACE   13:    A:   11 B:    9 C:    8 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 1\r
1818                         *MESH_FACE   14:    A:   12 B:   13 C:   15 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 0\r
1819                         *MESH_FACE   15:    A:   15 B:   14 C:   12 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 0\r
1820                         *MESH_FACE   16:    A:    8 B:    9 C:   13 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1821                         *MESH_FACE   17:    A:   13 B:   12 C:    8 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1822                         *MESH_FACE   18:    A:    9 B:   11 C:   15 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 5      *MESH_MTLID 3\r
1823                         *MESH_FACE   19:    A:   15 B:   13 C:    9 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 5      *MESH_MTLID 3\r
1824                         *MESH_FACE   20:    A:   11 B:   10 C:   14 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 6      *MESH_MTLID 5\r
1825                         *MESH_FACE   21:    A:   14 B:   15 C:   11 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 6      *MESH_MTLID 5\r
1826                         *MESH_FACE   22:    A:   10 B:    8 C:   12 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 7      *MESH_MTLID 2\r
1827                         *MESH_FACE   23:    A:   12 B:   14 C:   10 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 7      *MESH_MTLID 2\r
1828                         *MESH_FACE   24:    A:   16 B:   18 C:   19 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 1\r
1829                         *MESH_FACE   25:    A:   19 B:   17 C:   16 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 1\r
1830                         *MESH_FACE   26:    A:   20 B:   21 C:   23 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 0\r
1831                         *MESH_FACE   27:    A:   23 B:   22 C:   20 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 0\r
1832                         *MESH_FACE   28:    A:   16 B:   17 C:   21 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1833                         *MESH_FACE   29:    A:   21 B:   20 C:   16 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1834                         *MESH_FACE   30:    A:   17 B:   19 C:   23 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 5      *MESH_MTLID 3\r
1835                         *MESH_FACE   31:    A:   23 B:   21 C:   17 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 5      *MESH_MTLID 3\r
1836                         *MESH_FACE   32:    A:   19 B:   18 C:   22 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 6      *MESH_MTLID 5\r
1837                         *MESH_FACE   33:    A:   22 B:   23 C:   19 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 6      *MESH_MTLID 5\r
1838                         *MESH_FACE   34:    A:   18 B:   16 C:   20 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 7      *MESH_MTLID 2\r
1839                         *MESH_FACE   35:    A:   20 B:   22 C:   18 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 7      *MESH_MTLID 2\r
1840                         *MESH_FACE   36:    A:   24 B:   26 C:   27 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 1\r
1841                         *MESH_FACE   37:    A:   27 B:   25 C:   24 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 1\r
1842                         *MESH_FACE   38:    A:   28 B:   29 C:   31 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 0\r
1843                         *MESH_FACE   39:    A:   31 B:   30 C:   28 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 0\r
1844                         *MESH_FACE   40:    A:   24 B:   25 C:   29 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1845                         *MESH_FACE   41:    A:   29 B:   28 C:   24 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1846                         *MESH_FACE   42:    A:   25 B:   27 C:   31 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 5      *MESH_MTLID 3\r
1847                         *MESH_FACE   43:    A:   31 B:   29 C:   25 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 5      *MESH_MTLID 3\r
1848                         *MESH_FACE   44:    A:   27 B:   26 C:   30 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 6      *MESH_MTLID 5\r
1849                         *MESH_FACE   45:    A:   30 B:   31 C:   27 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 6      *MESH_MTLID 5\r
1850                         *MESH_FACE   46:    A:   26 B:   24 C:   28 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 7      *MESH_MTLID 2\r
1851                         *MESH_FACE   47:    A:   28 B:   30 C:   26 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 7      *MESH_MTLID 2\r
1852                         *MESH_FACE   48:    A:   32 B:   34 C:   35 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 1\r
1853                         *MESH_FACE   49:    A:   35 B:   33 C:   32 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 1\r
1854                         *MESH_FACE   50:    A:   36 B:   37 C:   39 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 0\r
1855                         *MESH_FACE   51:    A:   39 B:   38 C:   36 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 0\r
1856                         *MESH_FACE   52:    A:   32 B:   33 C:   37 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1857                         *MESH_FACE   53:    A:   37 B:   36 C:   32 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1858                         *MESH_FACE   54:    A:   33 B:   35 C:   39 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 5      *MESH_MTLID 3\r
1859                         *MESH_FACE   55:    A:   39 B:   37 C:   33 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 5      *MESH_MTLID 3\r
1860                         *MESH_FACE   56:    A:   35 B:   34 C:   38 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 6      *MESH_MTLID 5\r
1861                         *MESH_FACE   57:    A:   38 B:   39 C:   35 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 6      *MESH_MTLID 5\r
1862                         *MESH_FACE   58:    A:   34 B:   32 C:   36 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 7      *MESH_MTLID 2\r
1863                         *MESH_FACE   59:    A:   36 B:   38 C:   34 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 7      *MESH_MTLID 2\r
1864                 }\r
1865                 *MESH_NUMTVERTEX 108\r
1866                 *MESH_TVERTLIST {\r
1867                         *MESH_TVERT 0   1.0000  0.0000  0.0000\r
1868                         *MESH_TVERT 1   0.0000  0.0000  0.0000\r
1869                         *MESH_TVERT 2   1.0000  1.0000  0.0000\r
1870                         *MESH_TVERT 3   0.0000  1.0000  0.0000\r
1871                         *MESH_TVERT 4   0.0000  0.0000  0.0000\r
1872                         *MESH_TVERT 5   1.0000  0.0000  0.0000\r
1873                         *MESH_TVERT 6   0.0000  1.0000  0.0000\r
1874                         *MESH_TVERT 7   1.0000  1.0000  0.0000\r
1875                         *MESH_TVERT 8   0.0000  0.0000  0.0000\r
1876                         *MESH_TVERT 9   1.0000  0.0000  0.0000\r
1877                         *MESH_TVERT 10  0.0000  1.0000  0.0000\r
1878                         *MESH_TVERT 11  1.0000  1.0000  0.0000\r
1879                         *MESH_TVERT 12  0.0000  0.0000  0.0000\r
1880                         *MESH_TVERT 13  1.0000  0.0000  0.0000\r
1881                         *MESH_TVERT 14  0.0000  1.0000  0.0000\r
1882                         *MESH_TVERT 15  1.0000  1.0000  0.0000\r
1883                         *MESH_TVERT 16  0.0000  0.0000  0.0000\r
1884                         *MESH_TVERT 17  1.0000  0.0000  0.0000\r
1885                         *MESH_TVERT 18  0.0000  1.0000  0.0000\r
1886                         *MESH_TVERT 19  1.0000  1.0000  0.0000\r
1887                         *MESH_TVERT 20  0.0000  0.0000  0.0000\r
1888                         *MESH_TVERT 21  1.0000  0.0000  0.0000\r
1889                         *MESH_TVERT 22  0.0000  1.0000  0.0000\r
1890                         *MESH_TVERT 23  1.0000  1.0000  0.0000\r
1891                         *MESH_TVERT 24  1.0000  0.0000  0.0000\r
1892                         *MESH_TVERT 25  0.0000  0.0000  0.0000\r
1893                         *MESH_TVERT 26  1.0000  1.0000  0.0000\r
1894                         *MESH_TVERT 27  0.0000  1.0000  0.0000\r
1895                         *MESH_TVERT 28  0.0000  0.0000  0.0000\r
1896                         *MESH_TVERT 29  1.0000  0.0000  0.0000\r
1897                         *MESH_TVERT 30  0.0000  1.0000  0.0000\r
1898                         *MESH_TVERT 31  1.0000  1.0000  0.0000\r
1899                         *MESH_TVERT 32  0.0000  0.0000  0.0000\r
1900                         *MESH_TVERT 33  1.0000  0.0000  0.0000\r
1901                         *MESH_TVERT 34  0.0000  1.0000  0.0000\r
1902                         *MESH_TVERT 35  1.0000  1.0000  0.0000\r
1903                         *MESH_TVERT 36  0.0000  0.0000  0.0000\r
1904                         *MESH_TVERT 37  1.0000  0.0000  0.0000\r
1905                         *MESH_TVERT 38  0.0000  1.0000  0.0000\r
1906                         *MESH_TVERT 39  1.0000  1.0000  0.0000\r
1907                         *MESH_TVERT 40  0.0000  0.0000  0.0000\r
1908                         *MESH_TVERT 41  1.0000  0.0000  0.0000\r
1909                         *MESH_TVERT 42  0.0000  1.0000  0.0000\r
1910                         *MESH_TVERT 43  1.0000  1.0000  0.0000\r
1911                         *MESH_TVERT 44  0.0000  0.0000  0.0000\r
1912                         *MESH_TVERT 45  1.0000  0.0000  0.0000\r
1913                         *MESH_TVERT 46  0.0000  1.0000  0.0000\r
1914                         *MESH_TVERT 47  1.0000  1.0000  0.0000\r
1915                         *MESH_TVERT 48  1.0000  0.0000  0.0000\r
1916                         *MESH_TVERT 49  0.0000  0.0000  0.0000\r
1917                         *MESH_TVERT 50  1.0000  1.0000  0.0000\r
1918                         *MESH_TVERT 51  0.0000  1.0000  0.0000\r
1919                         *MESH_TVERT 52  0.0000  0.0000  0.0000\r
1920                         *MESH_TVERT 53  1.0000  0.0000  0.0000\r
1921                         *MESH_TVERT 54  0.0000  1.0000  0.0000\r
1922                         *MESH_TVERT 55  1.0000  1.0000  0.0000\r
1923                         *MESH_TVERT 56  0.0000  0.0000  0.0000\r
1924                         *MESH_TVERT 57  1.0000  0.0000  0.0000\r
1925                         *MESH_TVERT 58  0.0000  1.0000  0.0000\r
1926                         *MESH_TVERT 59  1.0000  1.0000  0.0000\r
1927                         *MESH_TVERT 60  0.0000  0.0000  0.0000\r
1928                         *MESH_TVERT 61  1.0000  0.0000  0.0000\r
1929                         *MESH_TVERT 62  0.0000  1.0000  0.0000\r
1930                         *MESH_TVERT 63  1.0000  1.0000  0.0000\r
1931                         *MESH_TVERT 64  0.0000  0.0000  0.0000\r
1932                         *MESH_TVERT 65  1.0000  0.0000  0.0000\r
1933                         *MESH_TVERT 66  0.0000  1.0000  0.0000\r
1934                         *MESH_TVERT 67  1.0000  1.0000  0.0000\r
1935                         *MESH_TVERT 68  0.0000  0.0000  0.0000\r
1936                         *MESH_TVERT 69  1.0000  0.0000  0.0000\r
1937                         *MESH_TVERT 70  0.0000  1.0000  0.0000\r
1938                         *MESH_TVERT 71  1.0000  1.0000  0.0000\r
1939                         *MESH_TVERT 72  1.0000  0.0000  0.0000\r
1940                         *MESH_TVERT 73  0.0000  0.0000  0.0000\r
1941                         *MESH_TVERT 74  1.0000  1.0000  0.0000\r
1942                         *MESH_TVERT 75  0.0000  1.0000  0.0000\r
1943                         *MESH_TVERT 76  0.0000  0.0000  0.0000\r
1944                         *MESH_TVERT 77  1.0000  0.0000  0.0000\r
1945                         *MESH_TVERT 78  0.0000  1.0000  0.0000\r
1946                         *MESH_TVERT 79  1.0000  1.0000  0.0000\r
1947                         *MESH_TVERT 80  0.0000  0.0000  0.0000\r
1948                         *MESH_TVERT 81  1.0000  0.0000  0.0000\r
1949                         *MESH_TVERT 82  0.0000  1.0000  0.0000\r
1950                         *MESH_TVERT 83  1.0000  1.0000  0.0000\r
1951                         *MESH_TVERT 84  0.0000  0.0000  0.0000\r
1952                         *MESH_TVERT 85  1.0000  0.0000  0.0000\r
1953                         *MESH_TVERT 86  0.0000  1.0000  0.0000\r
1954                         *MESH_TVERT 87  1.0000  1.0000  0.0000\r
1955                         *MESH_TVERT 88  0.0000  0.0000  0.0000\r
1956                         *MESH_TVERT 89  1.0000  0.0000  0.0000\r
1957                         *MESH_TVERT 90  0.0000  1.0000  0.0000\r
1958                         *MESH_TVERT 91  1.0000  1.0000  0.0000\r
1959                         *MESH_TVERT 92  0.0000  0.0000  0.0000\r
1960                         *MESH_TVERT 93  1.0000  0.0000  0.0000\r
1961                         *MESH_TVERT 94  0.0000  1.0000  0.0000\r
1962                         *MESH_TVERT 95  1.0000  1.0000  0.0000\r
1963                         *MESH_TVERT 96  -0.8227 0.2732  0.0000\r
1964                         *MESH_TVERT 97  -0.4671 0.2732  0.0000\r
1965                         *MESH_TVERT 98  -0.8227 0.7390  0.0000\r
1966                         *MESH_TVERT 99  -0.4671 0.7390  0.0000\r
1967                         *MESH_TVERT 100 -0.8227 0.2732  0.0000\r
1968                         *MESH_TVERT 101 -0.4671 0.2732  0.0000\r
1969                         *MESH_TVERT 102 -0.8227 0.7390  0.0000\r
1970                         *MESH_TVERT 103 -0.4671 0.7390  0.0000\r
1971                         *MESH_TVERT 104 -0.8227 0.2732  0.0000\r
1972                         *MESH_TVERT 105 -0.4671 0.2732  0.0000\r
1973                         *MESH_TVERT 106 -0.8227 0.7390  0.0000\r
1974                         *MESH_TVERT 107 -0.4671 0.7390  0.0000\r
1975                 }\r
1976                 *MESH_NUMTVFACES 60\r
1977                 *MESH_TFACELIST {\r
1978                         *MESH_TFACE 0   106     104     105\r
1979                         *MESH_TFACE 1   105     107     106\r
1980                         *MESH_TFACE 2   107     106     104\r
1981                         *MESH_TFACE 3   104     105     107\r
1982                         *MESH_TFACE 4   103     102     100\r
1983                         *MESH_TFACE 5   100     101     103\r
1984                         *MESH_TFACE 6   99      98      96\r
1985                         *MESH_TFACE 7   96      97      99\r
1986                         *MESH_TFACE 8   103     102     100\r
1987                         *MESH_TFACE 9   100     101     103\r
1988                         *MESH_TFACE 10  99      98      96\r
1989                         *MESH_TFACE 11  96      97      99\r
1990                         *MESH_TFACE 12  0       2       3\r
1991                         *MESH_TFACE 13  3       1       0\r
1992                         *MESH_TFACE 14  4       5       7\r
1993                         *MESH_TFACE 15  7       6       4\r
1994                         *MESH_TFACE 16  8       9       11\r
1995                         *MESH_TFACE 17  11      10      8\r
1996                         *MESH_TFACE 18  12      13      15\r
1997                         *MESH_TFACE 19  15      14      12\r
1998                         *MESH_TFACE 20  16      17      19\r
1999                         *MESH_TFACE 21  19      18      16\r
2000                         *MESH_TFACE 22  20      21      23\r
2001                         *MESH_TFACE 23  23      22      20\r
2002                         *MESH_TFACE 24  24      26      27\r
2003                         *MESH_TFACE 25  27      25      24\r
2004                         *MESH_TFACE 26  28      29      31\r
2005                         *MESH_TFACE 27  31      30      28\r
2006                         *MESH_TFACE 28  32      33      35\r
2007                         *MESH_TFACE 29  35      34      32\r
2008                         *MESH_TFACE 30  36      37      39\r
2009                         *MESH_TFACE 31  39      38      36\r
2010                         *MESH_TFACE 32  40      41      43\r
2011                         *MESH_TFACE 33  43      42      40\r
2012                         *MESH_TFACE 34  44      45      47\r
2013                         *MESH_TFACE 35  47      46      44\r
2014                         *MESH_TFACE 36  48      50      51\r
2015                         *MESH_TFACE 37  51      49      48\r
2016                         *MESH_TFACE 38  52      53      55\r
2017                         *MESH_TFACE 39  55      54      52\r
2018                         *MESH_TFACE 40  56      57      59\r
2019                         *MESH_TFACE 41  59      58      56\r
2020                         *MESH_TFACE 42  60      61      63\r
2021                         *MESH_TFACE 43  63      62      60\r
2022                         *MESH_TFACE 44  64      65      67\r
2023                         *MESH_TFACE 45  67      66      64\r
2024                         *MESH_TFACE 46  68      69      71\r
2025                         *MESH_TFACE 47  71      70      68\r
2026                         *MESH_TFACE 48  72      74      75\r
2027                         *MESH_TFACE 49  75      73      72\r
2028                         *MESH_TFACE 50  76      77      79\r
2029                         *MESH_TFACE 51  79      78      76\r
2030                         *MESH_TFACE 52  80      81      83\r
2031                         *MESH_TFACE 53  83      82      80\r
2032                         *MESH_TFACE 54  84      85      87\r
2033                         *MESH_TFACE 55  87      86      84\r
2034                         *MESH_TFACE 56  88      89      91\r
2035                         *MESH_TFACE 57  91      90      88\r
2036                         *MESH_TFACE 58  92      93      95\r
2037                         *MESH_TFACE 59  95      94      92\r
2038                 }\r
2039                 *MESH_NUMCVERTEX 0\r
2040                 *MESH_NORMALS {\r
2041                         *MESH_FACENORMAL 0      0.0000  0.0000  -1.0000\r
2042                                 *MESH_VERTEXNORMAL 3    0.0000  0.0000  -1.0000\r
2043                                 *MESH_VERTEXNORMAL 1    0.0000  0.0000  -1.0000\r
2044                                 *MESH_VERTEXNORMAL 0    0.0000  0.0000  -1.0000\r
2045                         *MESH_FACENORMAL 1      0.0000  0.0000  -1.0000\r
2046                                 *MESH_VERTEXNORMAL 0    0.0000  0.0000  -1.0000\r
2047                                 *MESH_VERTEXNORMAL 2    0.0000  0.0000  -1.0000\r
2048                                 *MESH_VERTEXNORMAL 3    0.0000  0.0000  -1.0000\r
2049                         *MESH_FACENORMAL 2      -0.0000 0.0000  1.0000\r
2050                                 *MESH_VERTEXNORMAL 7    0.0000  0.0000  1.0000\r
2051                                 *MESH_VERTEXNORMAL 6    -0.0000 0.0000  1.0000\r
2052                                 *MESH_VERTEXNORMAL 4    0.0000  0.0000  1.0000\r
2053                         *MESH_FACENORMAL 3      0.0000  -0.0000 1.0000\r
2054                                 *MESH_VERTEXNORMAL 4    0.0000  0.0000  1.0000\r
2055                                 *MESH_VERTEXNORMAL 5    0.0000  -0.0000 1.0000\r
2056                                 *MESH_VERTEXNORMAL 7    0.0000  0.0000  1.0000\r
2057                         *MESH_FACENORMAL 4      0.0000  -1.0000 0.0000\r
2058                                 *MESH_VERTEXNORMAL 5    0.0000  -1.0000 0.0000\r
2059                                 *MESH_VERTEXNORMAL 4    0.0000  -1.0000 0.0000\r
2060                                 *MESH_VERTEXNORMAL 0    0.0000  -1.0000 0.0000\r
2061                         *MESH_FACENORMAL 5      0.0000  -1.0000 0.0000\r
2062                                 *MESH_VERTEXNORMAL 0    0.0000  -1.0000 0.0000\r
2063                                 *MESH_VERTEXNORMAL 1    0.0000  -1.0000 0.0000\r
2064                                 *MESH_VERTEXNORMAL 5    0.0000  -1.0000 0.0000\r
2065                         *MESH_FACENORMAL 6      1.0000  -0.0000 0.0000\r
2066                                 *MESH_VERTEXNORMAL 7    1.0000  0.0000  0.0000\r
2067                                 *MESH_VERTEXNORMAL 5    1.0000  -0.0000 0.0000\r
2068                                 *MESH_VERTEXNORMAL 1    1.0000  0.0000  0.0000\r
2069                         *MESH_FACENORMAL 7      1.0000  0.0000  -0.0000\r
2070                                 *MESH_VERTEXNORMAL 1    1.0000  0.0000  0.0000\r
2071                                 *MESH_VERTEXNORMAL 3    1.0000  0.0000  -0.0000\r
2072                                 *MESH_VERTEXNORMAL 7    1.0000  0.0000  0.0000\r
2073                         *MESH_FACENORMAL 8      0.0000  1.0000  0.0000\r
2074                                 *MESH_VERTEXNORMAL 6    0.0000  1.0000  0.0000\r
2075                                 *MESH_VERTEXNORMAL 7    0.0000  1.0000  0.0000\r
2076                                 *MESH_VERTEXNORMAL 3    0.0000  1.0000  0.0000\r
2077                         *MESH_FACENORMAL 9      0.0000  1.0000  0.0000\r
2078                                 *MESH_VERTEXNORMAL 3    0.0000  1.0000  0.0000\r
2079                                 *MESH_VERTEXNORMAL 2    0.0000  1.0000  0.0000\r
2080                                 *MESH_VERTEXNORMAL 6    0.0000  1.0000  0.0000\r
2081                         *MESH_FACENORMAL 10     -1.0000 -0.0000 -0.0000\r
2082                                 *MESH_VERTEXNORMAL 4    -1.0000 0.0000  0.0000\r
2083                                 *MESH_VERTEXNORMAL 6    -1.0000 -0.0000 -0.0000\r
2084                                 *MESH_VERTEXNORMAL 2    -1.0000 0.0000  0.0000\r
2085                         *MESH_FACENORMAL 11     -1.0000 0.0000  0.0000\r
2086                                 *MESH_VERTEXNORMAL 2    -1.0000 0.0000  0.0000\r
2087                                 *MESH_VERTEXNORMAL 0    -1.0000 0.0000  0.0000\r
2088                                 *MESH_VERTEXNORMAL 4    -1.0000 0.0000  0.0000\r
2089                         *MESH_FACENORMAL 12     0.0000  0.0000  -1.0000\r
2090                                 *MESH_VERTEXNORMAL 8    0.0000  0.0000  -1.0000\r
2091                                 *MESH_VERTEXNORMAL 10   0.0000  0.0000  -1.0000\r
2092                                 *MESH_VERTEXNORMAL 11   0.0000  0.0000  -1.0000\r
2093                         *MESH_FACENORMAL 13     0.0000  0.0000  -1.0000\r
2094                                 *MESH_VERTEXNORMAL 11   0.0000  0.0000  -1.0000\r
2095                                 *MESH_VERTEXNORMAL 9    0.0000  0.0000  -1.0000\r
2096                                 *MESH_VERTEXNORMAL 8    0.0000  0.0000  -1.0000\r
2097                         *MESH_FACENORMAL 14     0.0000  -0.0000 1.0000\r
2098                                 *MESH_VERTEXNORMAL 12   0.0000  0.0000  1.0000\r
2099                                 *MESH_VERTEXNORMAL 13   0.0000  -0.0000 1.0000\r
2100                                 *MESH_VERTEXNORMAL 15   0.0000  0.0000  1.0000\r
2101                         *MESH_FACENORMAL 15     -0.0000 0.0000  1.0000\r
2102                                 *MESH_VERTEXNORMAL 15   0.0000  0.0000  1.0000\r
2103                                 *MESH_VERTEXNORMAL 14   -0.0000 0.0000  1.0000\r
2104                                 *MESH_VERTEXNORMAL 12   0.0000  0.0000  1.0000\r
2105                         *MESH_FACENORMAL 16     0.0000  -1.0000 0.0000\r
2106                                 *MESH_VERTEXNORMAL 8    0.0000  -1.0000 0.0000\r
2107                                 *MESH_VERTEXNORMAL 9    0.0000  -1.0000 0.0000\r
2108                                 *MESH_VERTEXNORMAL 13   0.0000  -1.0000 0.0000\r
2109                         *MESH_FACENORMAL 17     0.0000  -1.0000 0.0000\r
2110                                 *MESH_VERTEXNORMAL 13   0.0000  -1.0000 0.0000\r
2111                                 *MESH_VERTEXNORMAL 12   0.0000  -1.0000 0.0000\r
2112                                 *MESH_VERTEXNORMAL 8    0.0000  -1.0000 0.0000\r
2113                         *MESH_FACENORMAL 18     1.0000  0.0000  -0.0000\r
2114                                 *MESH_VERTEXNORMAL 9    1.0000  0.0000  0.0000\r
2115                                 *MESH_VERTEXNORMAL 11   1.0000  0.0000  -0.0000\r
2116                                 *MESH_VERTEXNORMAL 15   1.0000  0.0000  0.0000\r
2117                         *MESH_FACENORMAL 19     1.0000  -0.0000 0.0000\r
2118                                 *MESH_VERTEXNORMAL 15   1.0000  0.0000  0.0000\r
2119                                 *MESH_VERTEXNORMAL 13   1.0000  -0.0000 0.0000\r
2120                                 *MESH_VERTEXNORMAL 9    1.0000  0.0000  0.0000\r
2121                         *MESH_FACENORMAL 20     0.0000  1.0000  0.0000\r
2122                                 *MESH_VERTEXNORMAL 11   0.0000  1.0000  0.0000\r
2123                                 *MESH_VERTEXNORMAL 10   0.0000  1.0000  0.0000\r
2124                                 *MESH_VERTEXNORMAL 14   0.0000  1.0000  0.0000\r
2125                         *MESH_FACENORMAL 21     0.0000  1.0000  0.0000\r
2126                                 *MESH_VERTEXNORMAL 14   0.0000  1.0000  0.0000\r
2127                                 *MESH_VERTEXNORMAL 15   0.0000  1.0000  0.0000\r
2128                                 *MESH_VERTEXNORMAL 11   0.0000  1.0000  0.0000\r
2129                         *MESH_FACENORMAL 22     -1.0000 0.0000  0.0000\r
2130                                 *MESH_VERTEXNORMAL 10   -1.0000 0.0000  0.0000\r
2131                                 *MESH_VERTEXNORMAL 8    -1.0000 0.0000  0.0000\r
2132                                 *MESH_VERTEXNORMAL 12   -1.0000 0.0000  0.0000\r
2133                         *MESH_FACENORMAL 23     -1.0000 -0.0000 -0.0000\r
2134                                 *MESH_VERTEXNORMAL 12   -1.0000 0.0000  0.0000\r
2135                                 *MESH_VERTEXNORMAL 14   -1.0000 -0.0000 -0.0000\r
2136                                 *MESH_VERTEXNORMAL 10   -1.0000 0.0000  0.0000\r
2137                         *MESH_FACENORMAL 24     0.0000  0.0000  -1.0000\r
2138                                 *MESH_VERTEXNORMAL 16   0.0000  0.0000  -1.0000\r
2139                                 *MESH_VERTEXNORMAL 18   0.0000  0.0000  -1.0000\r
2140                                 *MESH_VERTEXNORMAL 19   0.0000  0.0000  -1.0000\r
2141                         *MESH_FACENORMAL 25     0.0000  0.0000  -1.0000\r
2142                                 *MESH_VERTEXNORMAL 19   0.0000  0.0000  -1.0000\r
2143                                 *MESH_VERTEXNORMAL 17   0.0000  0.0000  -1.0000\r
2144                                 *MESH_VERTEXNORMAL 16   0.0000  0.0000  -1.0000\r
2145                         *MESH_FACENORMAL 26     0.0000  -0.0000 1.0000\r
2146                                 *MESH_VERTEXNORMAL 20   0.0000  0.0000  1.0000\r
2147                                 *MESH_VERTEXNORMAL 21   0.0000  -0.0000 1.0000\r
2148                                 *MESH_VERTEXNORMAL 23   0.0000  0.0000  1.0000\r
2149                         *MESH_FACENORMAL 27     -0.0000 0.0000  1.0000\r
2150                                 *MESH_VERTEXNORMAL 23   0.0000  0.0000  1.0000\r
2151                                 *MESH_VERTEXNORMAL 22   -0.0000 0.0000  1.0000\r
2152                                 *MESH_VERTEXNORMAL 20   0.0000  0.0000  1.0000\r
2153                         *MESH_FACENORMAL 28     0.0000  -1.0000 0.0000\r
2154                                 *MESH_VERTEXNORMAL 16   0.0000  -1.0000 0.0000\r
2155                                 *MESH_VERTEXNORMAL 17   0.0000  -1.0000 0.0000\r
2156                                 *MESH_VERTEXNORMAL 21   0.0000  -1.0000 0.0000\r
2157                         *MESH_FACENORMAL 29     0.0000  -1.0000 0.0000\r
2158                                 *MESH_VERTEXNORMAL 21   0.0000  -1.0000 0.0000\r
2159                                 *MESH_VERTEXNORMAL 20   0.0000  -1.0000 0.0000\r
2160                                 *MESH_VERTEXNORMAL 16   0.0000  -1.0000 0.0000\r
2161                         *MESH_FACENORMAL 30     1.0000  0.0000  -0.0000\r
2162                                 *MESH_VERTEXNORMAL 17   1.0000  0.0000  0.0000\r
2163                                 *MESH_VERTEXNORMAL 19   1.0000  0.0000  -0.0000\r
2164                                 *MESH_VERTEXNORMAL 23   1.0000  0.0000  0.0000\r
2165                         *MESH_FACENORMAL 31     1.0000  -0.0000 0.0000\r
2166                                 *MESH_VERTEXNORMAL 23   1.0000  0.0000  0.0000\r
2167                                 *MESH_VERTEXNORMAL 21   1.0000  -0.0000 0.0000\r
2168                                 *MESH_VERTEXNORMAL 17   1.0000  0.0000  0.0000\r
2169                         *MESH_FACENORMAL 32     0.0000  1.0000  0.0000\r
2170                                 *MESH_VERTEXNORMAL 19   0.0000  1.0000  0.0000\r
2171                                 *MESH_VERTEXNORMAL 18   0.0000  1.0000  0.0000\r
2172                                 *MESH_VERTEXNORMAL 22   0.0000  1.0000  0.0000\r
2173                         *MESH_FACENORMAL 33     0.0000  1.0000  0.0000\r
2174                                 *MESH_VERTEXNORMAL 22   0.0000  1.0000  0.0000\r
2175                                 *MESH_VERTEXNORMAL 23   0.0000  1.0000  0.0000\r
2176                                 *MESH_VERTEXNORMAL 19   0.0000  1.0000  0.0000\r
2177                         *MESH_FACENORMAL 34     -1.0000 0.0000  0.0000\r
2178                                 *MESH_VERTEXNORMAL 18   -1.0000 0.0000  0.0000\r
2179                                 *MESH_VERTEXNORMAL 16   -1.0000 0.0000  0.0000\r
2180                                 *MESH_VERTEXNORMAL 20   -1.0000 0.0000  0.0000\r
2181                         *MESH_FACENORMAL 35     -1.0000 -0.0000 -0.0000\r
2182                                 *MESH_VERTEXNORMAL 20   -1.0000 0.0000  0.0000\r
2183                                 *MESH_VERTEXNORMAL 22   -1.0000 -0.0000 -0.0000\r
2184                                 *MESH_VERTEXNORMAL 18   -1.0000 0.0000  0.0000\r
2185                         *MESH_FACENORMAL 36     0.0000  0.0000  -1.0000\r
2186                                 *MESH_VERTEXNORMAL 24   0.0000  0.0000  -1.0000\r
2187                                 *MESH_VERTEXNORMAL 26   0.0000  0.0000  -1.0000\r
2188                                 *MESH_VERTEXNORMAL 27   0.0000  0.0000  -1.0000\r
2189                         *MESH_FACENORMAL 37     0.0000  0.0000  -1.0000\r
2190                                 *MESH_VERTEXNORMAL 27   0.0000  0.0000  -1.0000\r
2191                                 *MESH_VERTEXNORMAL 25   0.0000  0.0000  -1.0000\r
2192                                 *MESH_VERTEXNORMAL 24   0.0000  0.0000  -1.0000\r
2193                         *MESH_FACENORMAL 38     0.0000  -0.0000 1.0000\r
2194                                 *MESH_VERTEXNORMAL 28   0.0000  0.0000  1.0000\r
2195                                 *MESH_VERTEXNORMAL 29   0.0000  -0.0000 1.0000\r
2196                                 *MESH_VERTEXNORMAL 31   0.0000  0.0000  1.0000\r
2197                         *MESH_FACENORMAL 39     -0.0000 0.0000  1.0000\r
2198                                 *MESH_VERTEXNORMAL 31   0.0000  0.0000  1.0000\r
2199                                 *MESH_VERTEXNORMAL 30   -0.0000 0.0000  1.0000\r
2200                                 *MESH_VERTEXNORMAL 28   0.0000  0.0000  1.0000\r
2201                         *MESH_FACENORMAL 40     0.0000  -1.0000 0.0000\r
2202                                 *MESH_VERTEXNORMAL 24   0.0000  -1.0000 0.0000\r
2203                                 *MESH_VERTEXNORMAL 25   0.0000  -1.0000 0.0000\r
2204                                 *MESH_VERTEXNORMAL 29   0.0000  -1.0000 0.0000\r
2205                         *MESH_FACENORMAL 41     0.0000  -1.0000 0.0000\r
2206                                 *MESH_VERTEXNORMAL 29   0.0000  -1.0000 0.0000\r
2207                                 *MESH_VERTEXNORMAL 28   0.0000  -1.0000 0.0000\r
2208                                 *MESH_VERTEXNORMAL 24   0.0000  -1.0000 0.0000\r
2209                         *MESH_FACENORMAL 42     1.0000  0.0000  -0.0000\r
2210                                 *MESH_VERTEXNORMAL 25   1.0000  0.0000  0.0000\r
2211                                 *MESH_VERTEXNORMAL 27   1.0000  0.0000  -0.0000\r
2212                                 *MESH_VERTEXNORMAL 31   1.0000  0.0000  0.0000\r
2213                         *MESH_FACENORMAL 43     1.0000  -0.0000 0.0000\r
2214                                 *MESH_VERTEXNORMAL 31   1.0000  0.0000  0.0000\r
2215                                 *MESH_VERTEXNORMAL 29   1.0000  -0.0000 0.0000\r
2216                                 *MESH_VERTEXNORMAL 25   1.0000  0.0000  0.0000\r
2217                         *MESH_FACENORMAL 44     0.0000  1.0000  0.0000\r
2218                                 *MESH_VERTEXNORMAL 27   0.0000  1.0000  0.0000\r
2219                                 *MESH_VERTEXNORMAL 26   0.0000  1.0000  0.0000\r
2220                                 *MESH_VERTEXNORMAL 30   0.0000  1.0000  0.0000\r
2221                         *MESH_FACENORMAL 45     0.0000  1.0000  0.0000\r
2222                                 *MESH_VERTEXNORMAL 30   0.0000  1.0000  0.0000\r
2223                                 *MESH_VERTEXNORMAL 31   0.0000  1.0000  0.0000\r
2224                                 *MESH_VERTEXNORMAL 27   0.0000  1.0000  0.0000\r
2225                         *MESH_FACENORMAL 46     -1.0000 0.0000  0.0000\r
2226                                 *MESH_VERTEXNORMAL 26   -1.0000 0.0000  0.0000\r
2227                                 *MESH_VERTEXNORMAL 24   -1.0000 0.0000  0.0000\r
2228                                 *MESH_VERTEXNORMAL 28   -1.0000 0.0000  0.0000\r
2229                         *MESH_FACENORMAL 47     -1.0000 -0.0000 -0.0000\r
2230                                 *MESH_VERTEXNORMAL 28   -1.0000 0.0000  0.0000\r
2231                                 *MESH_VERTEXNORMAL 30   -1.0000 -0.0000 -0.0000\r
2232                                 *MESH_VERTEXNORMAL 26   -1.0000 0.0000  0.0000\r
2233                         *MESH_FACENORMAL 48     0.0000  0.0000  -1.0000\r
2234                                 *MESH_VERTEXNORMAL 32   0.0000  0.0000  -1.0000\r
2235                                 *MESH_VERTEXNORMAL 34   0.0000  0.0000  -1.0000\r
2236                                 *MESH_VERTEXNORMAL 35   0.0000  0.0000  -1.0000\r
2237                         *MESH_FACENORMAL 49     0.0000  0.0000  -1.0000\r
2238                                 *MESH_VERTEXNORMAL 35   0.0000  0.0000  -1.0000\r
2239                                 *MESH_VERTEXNORMAL 33   0.0000  0.0000  -1.0000\r
2240                                 *MESH_VERTEXNORMAL 32   0.0000  0.0000  -1.0000\r
2241                         *MESH_FACENORMAL 50     0.0000  -0.0000 1.0000\r
2242                                 *MESH_VERTEXNORMAL 36   0.0000  0.0000  1.0000\r
2243                                 *MESH_VERTEXNORMAL 37   0.0000  -0.0000 1.0000\r
2244                                 *MESH_VERTEXNORMAL 39   0.0000  0.0000  1.0000\r
2245                         *MESH_FACENORMAL 51     -0.0000 0.0000  1.0000\r
2246                                 *MESH_VERTEXNORMAL 39   0.0000  0.0000  1.0000\r
2247                                 *MESH_VERTEXNORMAL 38   -0.0000 0.0000  1.0000\r
2248                                 *MESH_VERTEXNORMAL 36   0.0000  0.0000  1.0000\r
2249                         *MESH_FACENORMAL 52     0.0000  -1.0000 0.0000\r
2250                                 *MESH_VERTEXNORMAL 32   0.0000  -1.0000 0.0000\r
2251                                 *MESH_VERTEXNORMAL 33   0.0000  -1.0000 0.0000\r
2252                                 *MESH_VERTEXNORMAL 37   0.0000  -1.0000 0.0000\r
2253                         *MESH_FACENORMAL 53     0.0000  -1.0000 0.0000\r
2254                                 *MESH_VERTEXNORMAL 37   0.0000  -1.0000 0.0000\r
2255                                 *MESH_VERTEXNORMAL 36   0.0000  -1.0000 0.0000\r
2256                                 *MESH_VERTEXNORMAL 32   0.0000  -1.0000 0.0000\r
2257                         *MESH_FACENORMAL 54     1.0000  0.0000  -0.0000\r
2258                                 *MESH_VERTEXNORMAL 33   1.0000  0.0000  0.0000\r
2259                                 *MESH_VERTEXNORMAL 35   1.0000  0.0000  -0.0000\r
2260                                 *MESH_VERTEXNORMAL 39   1.0000  0.0000  0.0000\r
2261                         *MESH_FACENORMAL 55     1.0000  -0.0000 0.0000\r
2262                                 *MESH_VERTEXNORMAL 39   1.0000  0.0000  0.0000\r
2263                                 *MESH_VERTEXNORMAL 37   1.0000  -0.0000 0.0000\r
2264                                 *MESH_VERTEXNORMAL 33   1.0000  0.0000  0.0000\r
2265                         *MESH_FACENORMAL 56     0.0000  1.0000  0.0000\r
2266                                 *MESH_VERTEXNORMAL 35   0.0000  1.0000  0.0000\r
2267                                 *MESH_VERTEXNORMAL 34   0.0000  1.0000  0.0000\r
2268                                 *MESH_VERTEXNORMAL 38   0.0000  1.0000  0.0000\r
2269                         *MESH_FACENORMAL 57     0.0000  1.0000  0.0000\r
2270                                 *MESH_VERTEXNORMAL 38   0.0000  1.0000  0.0000\r
2271                                 *MESH_VERTEXNORMAL 39   0.0000  1.0000  0.0000\r
2272                                 *MESH_VERTEXNORMAL 35   0.0000  1.0000  0.0000\r
2273                         *MESH_FACENORMAL 58     -1.0000 0.0000  0.0000\r
2274                                 *MESH_VERTEXNORMAL 34   -1.0000 0.0000  0.0000\r
2275                                 *MESH_VERTEXNORMAL 32   -1.0000 0.0000  0.0000\r
2276                                 *MESH_VERTEXNORMAL 36   -1.0000 0.0000  0.0000\r
2277                         *MESH_FACENORMAL 59     -1.0000 -0.0000 -0.0000\r
2278                                 *MESH_VERTEXNORMAL 36   -1.0000 0.0000  0.0000\r
2279                                 *MESH_VERTEXNORMAL 38   -1.0000 -0.0000 -0.0000\r
2280                                 *MESH_VERTEXNORMAL 34   -1.0000 0.0000  0.0000\r
2281                 }\r
2282         }\r
2283         *PROP_MOTIONBLUR 0\r
2284         *PROP_CASTSHADOW 1\r
2285         *PROP_RECVSHADOW 1\r
2286         *MATERIAL_REF 9\r
2287 }\r