]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/models/corsair/sailblue1.ASE
Scoreboard respawn info from my code in Xonotic
[voretournament/voretournament.git] / data / models / corsair / sailblue1.ASE
1 *3DSMAX_ASCIIEXPORT     200\r
2 *COMMENT "AsciiExport Version  2.00 - Sat Nov 28 19:45:54 2009"\r
3 *SCENE {\r
4         *SCENE_FILENAME "corsairREMAKE.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 12\r
14         *MATERIAL 0 {\r
15                 *MATERIAL_NAME "Material #144"\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 2\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         }\r
118         *MATERIAL 1 {\r
119                 *MATERIAL_NAME "textures/corsair/metalblack"\r
120                 *MATERIAL_CLASS "Standard"\r
121                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
122                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
123                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
124                 *MATERIAL_SHINE 0.1000\r
125                 *MATERIAL_SHINESTRENGTH 0.0000\r
126                 *MATERIAL_TRANSPARENCY 0.0000\r
127                 *MATERIAL_WIRESIZE 1.0000\r
128                 *MATERIAL_SHADING Blinn\r
129                 *MATERIAL_XP_FALLOFF 0.0000\r
130                 *MATERIAL_SELFILLUM 0.0000\r
131                 *MATERIAL_FALLOFF In\r
132                 *MATERIAL_XP_TYPE Filter\r
133                 *MAP_DIFFUSE {\r
134                         *MAP_NAME "Map #12"\r
135                         *MAP_CLASS "Bitmap"\r
136                         *MAP_SUBNO 1\r
137                         *MAP_AMOUNT 1.0000\r
138                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack.jpg"\r
139                         *MAP_TYPE Screen\r
140                         *UVW_U_OFFSET 0.0000\r
141                         *UVW_V_OFFSET 0.0000\r
142                         *UVW_U_TILING 1.0000\r
143                         *UVW_V_TILING 1.0000\r
144                         *UVW_ANGLE 0.0000\r
145                         *UVW_BLUR 1.0000\r
146                         *UVW_BLUR_OFFSET 0.0000\r
147                         *UVW_NOUSE_AMT 1.0000\r
148                         *UVW_NOISE_SIZE 1.0000\r
149                         *UVW_NOISE_LEVEL 1\r
150                         *UVW_NOISE_PHASE 0.0000\r
151                         *BITMAP_FILTER Pyramidal\r
152                 }\r
153                 *MAP_SHINE {\r
154                         *MAP_NAME "Map #13"\r
155                         *MAP_CLASS "Bitmap"\r
156                         *MAP_SUBNO 3\r
157                         *MAP_AMOUNT 1.0000\r
158                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack_gloss.jpg"\r
159                         *MAP_TYPE Screen\r
160                         *UVW_U_OFFSET 0.0000\r
161                         *UVW_V_OFFSET 0.0000\r
162                         *UVW_U_TILING 1.0000\r
163                         *UVW_V_TILING 1.0000\r
164                         *UVW_ANGLE 0.0000\r
165                         *UVW_BLUR 1.0000\r
166                         *UVW_BLUR_OFFSET 0.0000\r
167                         *UVW_NOUSE_AMT 1.0000\r
168                         *UVW_NOISE_SIZE 1.0000\r
169                         *UVW_NOISE_LEVEL 1\r
170                         *UVW_NOISE_PHASE 0.0000\r
171                         *BITMAP_FILTER Pyramidal\r
172                 }\r
173         }\r
174         *MATERIAL 2 {\r
175                 *MATERIAL_NAME "Material #727"\r
176                 *MATERIAL_CLASS "Multi/Sub-Object"\r
177                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
178                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
179                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
180                 *MATERIAL_SHINE 0.1000\r
181                 *MATERIAL_SHINESTRENGTH 0.0000\r
182                 *MATERIAL_TRANSPARENCY 0.0000\r
183                 *MATERIAL_WIRESIZE 1.0000\r
184                 *NUMSUBMTLS 2\r
185                 *SUBMATERIAL 0 {\r
186                         *MATERIAL_NAME "textures/corsair/metalblack"\r
187                         *MATERIAL_CLASS "Standard"\r
188                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
189                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
190                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
191                         *MATERIAL_SHINE 0.1000\r
192                         *MATERIAL_SHINESTRENGTH 0.0000\r
193                         *MATERIAL_TRANSPARENCY 0.0000\r
194                         *MATERIAL_WIRESIZE 1.0000\r
195                         *MATERIAL_SHADING Blinn\r
196                         *MATERIAL_XP_FALLOFF 0.0000\r
197                         *MATERIAL_SELFILLUM 0.0000\r
198                         *MATERIAL_FALLOFF In\r
199                         *MATERIAL_XP_TYPE Filter\r
200                         *MAP_DIFFUSE {\r
201                                 *MAP_NAME "Map #12"\r
202                                 *MAP_CLASS "Bitmap"\r
203                                 *MAP_SUBNO 1\r
204                                 *MAP_AMOUNT 1.0000\r
205                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack.jpg"\r
206                                 *MAP_TYPE Screen\r
207                                 *UVW_U_OFFSET 0.0000\r
208                                 *UVW_V_OFFSET 0.0000\r
209                                 *UVW_U_TILING 1.0000\r
210                                 *UVW_V_TILING 1.0000\r
211                                 *UVW_ANGLE 0.0000\r
212                                 *UVW_BLUR 1.0000\r
213                                 *UVW_BLUR_OFFSET 0.0000\r
214                                 *UVW_NOUSE_AMT 1.0000\r
215                                 *UVW_NOISE_SIZE 1.0000\r
216                                 *UVW_NOISE_LEVEL 1\r
217                                 *UVW_NOISE_PHASE 0.0000\r
218                                 *BITMAP_FILTER Pyramidal\r
219                         }\r
220                         *MAP_SHINE {\r
221                                 *MAP_NAME "Map #13"\r
222                                 *MAP_CLASS "Bitmap"\r
223                                 *MAP_SUBNO 3\r
224                                 *MAP_AMOUNT 1.0000\r
225                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack_gloss.jpg"\r
226                                 *MAP_TYPE Screen\r
227                                 *UVW_U_OFFSET 0.0000\r
228                                 *UVW_V_OFFSET 0.0000\r
229                                 *UVW_U_TILING 1.0000\r
230                                 *UVW_V_TILING 1.0000\r
231                                 *UVW_ANGLE 0.0000\r
232                                 *UVW_BLUR 1.0000\r
233                                 *UVW_BLUR_OFFSET 0.0000\r
234                                 *UVW_NOUSE_AMT 1.0000\r
235                                 *UVW_NOISE_SIZE 1.0000\r
236                                 *UVW_NOISE_LEVEL 1\r
237                                 *UVW_NOISE_PHASE 0.0000\r
238                                 *BITMAP_FILTER Pyramidal\r
239                         }\r
240                 }\r
241                 *SUBMATERIAL 1 {\r
242                         *MATERIAL_NAME "textures/corsair/blimp"\r
243                         *MATERIAL_CLASS "Standard"\r
244                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
245                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
246                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
247                         *MATERIAL_SHINE 0.1000\r
248                         *MATERIAL_SHINESTRENGTH 0.0000\r
249                         *MATERIAL_TRANSPARENCY 0.0000\r
250                         *MATERIAL_WIRESIZE 1.0000\r
251                         *MATERIAL_SHADING Blinn\r
252                         *MATERIAL_XP_FALLOFF 0.0000\r
253                         *MATERIAL_SELFILLUM 0.0000\r
254                         *MATERIAL_FALLOFF In\r
255                         *MATERIAL_XP_TYPE Filter\r
256                         *MAP_DIFFUSE {\r
257                                 *MAP_NAME "Map #1"\r
258                                 *MAP_CLASS "Bitmap"\r
259                                 *MAP_SUBNO 1\r
260                                 *MAP_AMOUNT 1.0000\r
261                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp.jpg"\r
262                                 *MAP_TYPE Screen\r
263                                 *UVW_U_OFFSET 0.0000\r
264                                 *UVW_V_OFFSET 0.0000\r
265                                 *UVW_U_TILING 1.0000\r
266                                 *UVW_V_TILING 1.0000\r
267                                 *UVW_ANGLE 0.0000\r
268                                 *UVW_BLUR 1.0000\r
269                                 *UVW_BLUR_OFFSET 0.0000\r
270                                 *UVW_NOUSE_AMT 1.0000\r
271                                 *UVW_NOISE_SIZE 1.0000\r
272                                 *UVW_NOISE_LEVEL 1\r
273                                 *UVW_NOISE_PHASE 0.0000\r
274                                 *BITMAP_FILTER Pyramidal\r
275                         }\r
276                         *MAP_SHINE {\r
277                                 *MAP_NAME "Map #2"\r
278                                 *MAP_CLASS "Bitmap"\r
279                                 *MAP_SUBNO 3\r
280                                 *MAP_AMOUNT 1.0000\r
281                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_gloss.jpg"\r
282                                 *MAP_TYPE Screen\r
283                                 *UVW_U_OFFSET 0.0000\r
284                                 *UVW_V_OFFSET 0.0000\r
285                                 *UVW_U_TILING 1.0000\r
286                                 *UVW_V_TILING 1.0000\r
287                                 *UVW_ANGLE 0.0000\r
288                                 *UVW_BLUR 1.0000\r
289                                 *UVW_BLUR_OFFSET 0.0000\r
290                                 *UVW_NOUSE_AMT 1.0000\r
291                                 *UVW_NOISE_SIZE 1.0000\r
292                                 *UVW_NOISE_LEVEL 1\r
293                                 *UVW_NOISE_PHASE 0.0000\r
294                                 *BITMAP_FILTER Pyramidal\r
295                         }\r
296                         *MAP_BUMP {\r
297                                 *MAP_NAME "Map #3"\r
298                                 *MAP_CLASS "Bitmap"\r
299                                 *MAP_SUBNO 8\r
300                                 *MAP_AMOUNT 1.0000\r
301                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
302                                 *MAP_TYPE Screen\r
303                                 *UVW_U_OFFSET 0.0000\r
304                                 *UVW_V_OFFSET 0.0000\r
305                                 *UVW_U_TILING 1.0000\r
306                                 *UVW_V_TILING 1.0000\r
307                                 *UVW_ANGLE 0.0000\r
308                                 *UVW_BLUR 1.0000\r
309                                 *UVW_BLUR_OFFSET 0.0000\r
310                                 *UVW_NOUSE_AMT 1.0000\r
311                                 *UVW_NOISE_SIZE 1.0000\r
312                                 *UVW_NOISE_LEVEL 1\r
313                                 *UVW_NOISE_PHASE 0.0000\r
314                                 *BITMAP_FILTER Pyramidal\r
315                         }\r
316                 }\r
317         }\r
318         *MATERIAL 3 {\r
319                 *MATERIAL_NAME "textures/corsair/crate1"\r
320                 *MATERIAL_CLASS "Standard"\r
321                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
322                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
323                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
324                 *MATERIAL_SHINE 0.1000\r
325                 *MATERIAL_SHINESTRENGTH 0.0000\r
326                 *MATERIAL_TRANSPARENCY 0.0000\r
327                 *MATERIAL_WIRESIZE 1.0000\r
328                 *MATERIAL_SHADING Blinn\r
329                 *MATERIAL_XP_FALLOFF 0.0000\r
330                 *MATERIAL_SELFILLUM 0.0000\r
331                 *MATERIAL_FALLOFF In\r
332                 *MATERIAL_XP_TYPE Filter\r
333                 *MAP_DIFFUSE {\r
334                         *MAP_NAME "Map #12"\r
335                         *MAP_CLASS "Bitmap"\r
336                         *MAP_SUBNO 1\r
337                         *MAP_AMOUNT 1.0000\r
338                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate1.jpg"\r
339                         *MAP_TYPE Screen\r
340                         *UVW_U_OFFSET 0.0000\r
341                         *UVW_V_OFFSET 0.0000\r
342                         *UVW_U_TILING 1.0000\r
343                         *UVW_V_TILING 1.0000\r
344                         *UVW_ANGLE 0.0000\r
345                         *UVW_BLUR 1.0000\r
346                         *UVW_BLUR_OFFSET 0.0000\r
347                         *UVW_NOUSE_AMT 1.0000\r
348                         *UVW_NOISE_SIZE 1.0000\r
349                         *UVW_NOISE_LEVEL 1\r
350                         *UVW_NOISE_PHASE 0.0000\r
351                         *BITMAP_FILTER Pyramidal\r
352                 }\r
353                 *MAP_BUMP {\r
354                         *MAP_NAME "Map #16"\r
355                         *MAP_CLASS "Bitmap"\r
356                         *MAP_SUBNO 8\r
357                         *MAP_AMOUNT 1.0000\r
358                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate1_bump.jpg"\r
359                         *MAP_TYPE Screen\r
360                         *UVW_U_OFFSET 0.0000\r
361                         *UVW_V_OFFSET 0.0000\r
362                         *UVW_U_TILING 1.0000\r
363                         *UVW_V_TILING 1.0000\r
364                         *UVW_ANGLE 0.0000\r
365                         *UVW_BLUR 1.0000\r
366                         *UVW_BLUR_OFFSET 0.0000\r
367                         *UVW_NOUSE_AMT 1.0000\r
368                         *UVW_NOISE_SIZE 1.0000\r
369                         *UVW_NOISE_LEVEL 1\r
370                         *UVW_NOISE_PHASE 0.0000\r
371                         *BITMAP_FILTER Pyramidal\r
372                 }\r
373         }\r
374         *MATERIAL 4 {\r
375                 *MATERIAL_NAME "textures/corsair/crate2"\r
376                 *MATERIAL_CLASS "Standard"\r
377                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
378                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
379                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
380                 *MATERIAL_SHINE 0.1000\r
381                 *MATERIAL_SHINESTRENGTH 0.0000\r
382                 *MATERIAL_TRANSPARENCY 0.0000\r
383                 *MATERIAL_WIRESIZE 1.0000\r
384                 *MATERIAL_SHADING Blinn\r
385                 *MATERIAL_XP_FALLOFF 0.0000\r
386                 *MATERIAL_SELFILLUM 0.0000\r
387                 *MATERIAL_FALLOFF In\r
388                 *MATERIAL_XP_TYPE Filter\r
389                 *MAP_DIFFUSE {\r
390                         *MAP_NAME "Map #12"\r
391                         *MAP_CLASS "Bitmap"\r
392                         *MAP_SUBNO 1\r
393                         *MAP_AMOUNT 1.0000\r
394                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2.jpg"\r
395                         *MAP_TYPE Screen\r
396                         *UVW_U_OFFSET 0.0000\r
397                         *UVW_V_OFFSET 0.0000\r
398                         *UVW_U_TILING 1.0000\r
399                         *UVW_V_TILING 1.0000\r
400                         *UVW_ANGLE 0.0000\r
401                         *UVW_BLUR 1.0000\r
402                         *UVW_BLUR_OFFSET 0.0000\r
403                         *UVW_NOUSE_AMT 1.0000\r
404                         *UVW_NOISE_SIZE 1.0000\r
405                         *UVW_NOISE_LEVEL 1\r
406                         *UVW_NOISE_PHASE 0.0000\r
407                         *BITMAP_FILTER Pyramidal\r
408                 }\r
409                 *MAP_BUMP {\r
410                         *MAP_NAME "Map #17"\r
411                         *MAP_CLASS "Bitmap"\r
412                         *MAP_SUBNO 8\r
413                         *MAP_AMOUNT 1.0000\r
414                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2_bump.jpg"\r
415                         *MAP_TYPE Screen\r
416                         *UVW_U_OFFSET 0.0000\r
417                         *UVW_V_OFFSET 0.0000\r
418                         *UVW_U_TILING 1.0000\r
419                         *UVW_V_TILING 1.0000\r
420                         *UVW_ANGLE 0.0000\r
421                         *UVW_BLUR 1.0000\r
422                         *UVW_BLUR_OFFSET 0.0000\r
423                         *UVW_NOUSE_AMT 1.0000\r
424                         *UVW_NOISE_SIZE 1.0000\r
425                         *UVW_NOISE_LEVEL 1\r
426                         *UVW_NOISE_PHASE 0.0000\r
427                         *BITMAP_FILTER Pyramidal\r
428                 }\r
429         }\r
430         *MATERIAL 5 {\r
431                 *MATERIAL_NAME "Material #761"\r
432                 *MATERIAL_CLASS "Multi/Sub-Object"\r
433                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
434                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
435                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
436                 *MATERIAL_SHINE 0.1000\r
437                 *MATERIAL_SHINESTRENGTH 0.0000\r
438                 *MATERIAL_TRANSPARENCY 0.0000\r
439                 *MATERIAL_WIRESIZE 1.0000\r
440                 *NUMSUBMTLS 2\r
441                 *SUBMATERIAL 0 {\r
442                         *MATERIAL_NAME "textures/corsair/crate2"\r
443                         *MATERIAL_CLASS "Standard"\r
444                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
445                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
446                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
447                         *MATERIAL_SHINE 0.1000\r
448                         *MATERIAL_SHINESTRENGTH 0.0000\r
449                         *MATERIAL_TRANSPARENCY 0.0000\r
450                         *MATERIAL_WIRESIZE 1.0000\r
451                         *MATERIAL_SHADING Blinn\r
452                         *MATERIAL_XP_FALLOFF 0.0000\r
453                         *MATERIAL_SELFILLUM 0.0000\r
454                         *MATERIAL_FALLOFF In\r
455                         *MATERIAL_XP_TYPE Filter\r
456                         *MAP_DIFFUSE {\r
457                                 *MAP_NAME "Map #12"\r
458                                 *MAP_CLASS "Bitmap"\r
459                                 *MAP_SUBNO 1\r
460                                 *MAP_AMOUNT 1.0000\r
461                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2.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 #17"\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\crate2_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/crate1"\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 #12"\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\crate1.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_BUMP {\r
533                                 *MAP_NAME "Map #16"\r
534                                 *MAP_CLASS "Bitmap"\r
535                                 *MAP_SUBNO 8\r
536                                 *MAP_AMOUNT 1.0000\r
537                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate1_bump.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         }\r
554         *MATERIAL 6 {\r
555                 *MATERIAL_NAME "Material #749"\r
556                 *MATERIAL_CLASS "Multi/Sub-Object"\r
557                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
558                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
559                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
560                 *MATERIAL_SHINE 0.1000\r
561                 *MATERIAL_SHINESTRENGTH 0.0000\r
562                 *MATERIAL_TRANSPARENCY 0.0000\r
563                 *MATERIAL_WIRESIZE 1.0000\r
564                 *NUMSUBMTLS 2\r
565                 *SUBMATERIAL 0 {\r
566                         *MATERIAL_NAME "textures/corsair/crate2"\r
567                         *MATERIAL_CLASS "Standard"\r
568                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
569                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
570                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
571                         *MATERIAL_SHINE 0.1000\r
572                         *MATERIAL_SHINESTRENGTH 0.0000\r
573                         *MATERIAL_TRANSPARENCY 0.0000\r
574                         *MATERIAL_WIRESIZE 1.0000\r
575                         *MATERIAL_SHADING Blinn\r
576                         *MATERIAL_XP_FALLOFF 0.0000\r
577                         *MATERIAL_SELFILLUM 0.0000\r
578                         *MATERIAL_FALLOFF In\r
579                         *MATERIAL_XP_TYPE Filter\r
580                         *MAP_DIFFUSE {\r
581                                 *MAP_NAME "Map #12"\r
582                                 *MAP_CLASS "Bitmap"\r
583                                 *MAP_SUBNO 1\r
584                                 *MAP_AMOUNT 1.0000\r
585                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2.jpg"\r
586                                 *MAP_TYPE Screen\r
587                                 *UVW_U_OFFSET 0.0000\r
588                                 *UVW_V_OFFSET 0.0000\r
589                                 *UVW_U_TILING 1.0000\r
590                                 *UVW_V_TILING 1.0000\r
591                                 *UVW_ANGLE 0.0000\r
592                                 *UVW_BLUR 1.0000\r
593                                 *UVW_BLUR_OFFSET 0.0000\r
594                                 *UVW_NOUSE_AMT 1.0000\r
595                                 *UVW_NOISE_SIZE 1.0000\r
596                                 *UVW_NOISE_LEVEL 1\r
597                                 *UVW_NOISE_PHASE 0.0000\r
598                                 *BITMAP_FILTER Pyramidal\r
599                         }\r
600                         *MAP_BUMP {\r
601                                 *MAP_NAME "Map #17"\r
602                                 *MAP_CLASS "Bitmap"\r
603                                 *MAP_SUBNO 8\r
604                                 *MAP_AMOUNT 1.0000\r
605                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2_bump.jpg"\r
606                                 *MAP_TYPE Screen\r
607                                 *UVW_U_OFFSET 0.0000\r
608                                 *UVW_V_OFFSET 0.0000\r
609                                 *UVW_U_TILING 1.0000\r
610                                 *UVW_V_TILING 1.0000\r
611                                 *UVW_ANGLE 0.0000\r
612                                 *UVW_BLUR 1.0000\r
613                                 *UVW_BLUR_OFFSET 0.0000\r
614                                 *UVW_NOUSE_AMT 1.0000\r
615                                 *UVW_NOISE_SIZE 1.0000\r
616                                 *UVW_NOISE_LEVEL 1\r
617                                 *UVW_NOISE_PHASE 0.0000\r
618                                 *BITMAP_FILTER Pyramidal\r
619                         }\r
620                 }\r
621                 *SUBMATERIAL 1 {\r
622                         *MATERIAL_NAME "textures/corsair/crate1"\r
623                         *MATERIAL_CLASS "Standard"\r
624                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
625                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
626                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
627                         *MATERIAL_SHINE 0.1000\r
628                         *MATERIAL_SHINESTRENGTH 0.0000\r
629                         *MATERIAL_TRANSPARENCY 0.0000\r
630                         *MATERIAL_WIRESIZE 1.0000\r
631                         *MATERIAL_SHADING Blinn\r
632                         *MATERIAL_XP_FALLOFF 0.0000\r
633                         *MATERIAL_SELFILLUM 0.0000\r
634                         *MATERIAL_FALLOFF In\r
635                         *MATERIAL_XP_TYPE Filter\r
636                         *MAP_DIFFUSE {\r
637                                 *MAP_NAME "Map #12"\r
638                                 *MAP_CLASS "Bitmap"\r
639                                 *MAP_SUBNO 1\r
640                                 *MAP_AMOUNT 1.0000\r
641                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate1.jpg"\r
642                                 *MAP_TYPE Screen\r
643                                 *UVW_U_OFFSET 0.0000\r
644                                 *UVW_V_OFFSET 0.0000\r
645                                 *UVW_U_TILING 1.0000\r
646                                 *UVW_V_TILING 1.0000\r
647                                 *UVW_ANGLE 0.0000\r
648                                 *UVW_BLUR 1.0000\r
649                                 *UVW_BLUR_OFFSET 0.0000\r
650                                 *UVW_NOUSE_AMT 1.0000\r
651                                 *UVW_NOISE_SIZE 1.0000\r
652                                 *UVW_NOISE_LEVEL 1\r
653                                 *UVW_NOISE_PHASE 0.0000\r
654                                 *BITMAP_FILTER Pyramidal\r
655                         }\r
656                         *MAP_BUMP {\r
657                                 *MAP_NAME "Map #16"\r
658                                 *MAP_CLASS "Bitmap"\r
659                                 *MAP_SUBNO 8\r
660                                 *MAP_AMOUNT 1.0000\r
661                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate1_bump.jpg"\r
662                                 *MAP_TYPE Screen\r
663                                 *UVW_U_OFFSET 0.0000\r
664                                 *UVW_V_OFFSET 0.0000\r
665                                 *UVW_U_TILING 1.0000\r
666                                 *UVW_V_TILING 1.0000\r
667                                 *UVW_ANGLE 0.0000\r
668                                 *UVW_BLUR 1.0000\r
669                                 *UVW_BLUR_OFFSET 0.0000\r
670                                 *UVW_NOUSE_AMT 1.0000\r
671                                 *UVW_NOISE_SIZE 1.0000\r
672                                 *UVW_NOISE_LEVEL 1\r
673                                 *UVW_NOISE_PHASE 0.0000\r
674                                 *BITMAP_FILTER Pyramidal\r
675                         }\r
676                 }\r
677         }\r
678         *MATERIAL 7 {\r
679                 *MATERIAL_NAME "textures/corsair/planks"\r
680                 *MATERIAL_CLASS "Standard"\r
681                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
682                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
683                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
684                 *MATERIAL_SHINE 0.1000\r
685                 *MATERIAL_SHINESTRENGTH 0.0000\r
686                 *MATERIAL_TRANSPARENCY 0.0000\r
687                 *MATERIAL_WIRESIZE 1.0000\r
688                 *MATERIAL_SHADING Blinn\r
689                 *MATERIAL_XP_FALLOFF 0.0000\r
690                 *MATERIAL_SELFILLUM 0.0000\r
691                 *MATERIAL_FALLOFF In\r
692                 *MATERIAL_XP_TYPE Filter\r
693                 *MAP_DIFFUSE {\r
694                         *MAP_NAME "Map #12"\r
695                         *MAP_CLASS "Bitmap"\r
696                         *MAP_SUBNO 1\r
697                         *MAP_AMOUNT 1.0000\r
698                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks.jpg"\r
699                         *MAP_TYPE Screen\r
700                         *UVW_U_OFFSET 0.0000\r
701                         *UVW_V_OFFSET 0.0000\r
702                         *UVW_U_TILING 1.0000\r
703                         *UVW_V_TILING 1.0000\r
704                         *UVW_ANGLE 0.0000\r
705                         *UVW_BLUR 1.0000\r
706                         *UVW_BLUR_OFFSET 0.0000\r
707                         *UVW_NOUSE_AMT 1.0000\r
708                         *UVW_NOISE_SIZE 1.0000\r
709                         *UVW_NOISE_LEVEL 1\r
710                         *UVW_NOISE_PHASE 0.0000\r
711                         *BITMAP_FILTER Pyramidal\r
712                 }\r
713                 *MAP_SHINE {\r
714                         *MAP_NAME "Map #24"\r
715                         *MAP_CLASS "Bitmap"\r
716                         *MAP_SUBNO 3\r
717                         *MAP_AMOUNT 1.0000\r
718                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks_gloss.jpg"\r
719                         *MAP_TYPE Screen\r
720                         *UVW_U_OFFSET 0.0000\r
721                         *UVW_V_OFFSET 0.0000\r
722                         *UVW_U_TILING 1.0000\r
723                         *UVW_V_TILING 1.0000\r
724                         *UVW_ANGLE 0.0000\r
725                         *UVW_BLUR 1.0000\r
726                         *UVW_BLUR_OFFSET 0.0000\r
727                         *UVW_NOUSE_AMT 1.0000\r
728                         *UVW_NOISE_SIZE 1.0000\r
729                         *UVW_NOISE_LEVEL 1\r
730                         *UVW_NOISE_PHASE 0.0000\r
731                         *BITMAP_FILTER Pyramidal\r
732                 }\r
733                 *MAP_BUMP {\r
734                         *MAP_NAME "Map #17"\r
735                         *MAP_CLASS "Bitmap"\r
736                         *MAP_SUBNO 8\r
737                         *MAP_AMOUNT 1.0000\r
738                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks_bump.jpg"\r
739                         *MAP_TYPE Screen\r
740                         *UVW_U_OFFSET 0.0000\r
741                         *UVW_V_OFFSET 0.0000\r
742                         *UVW_U_TILING 1.0000\r
743                         *UVW_V_TILING 1.0000\r
744                         *UVW_ANGLE 0.0000\r
745                         *UVW_BLUR 1.0000\r
746                         *UVW_BLUR_OFFSET 0.0000\r
747                         *UVW_NOUSE_AMT 1.0000\r
748                         *UVW_NOISE_SIZE 1.0000\r
749                         *UVW_NOISE_LEVEL 1\r
750                         *UVW_NOISE_PHASE 0.0000\r
751                         *BITMAP_FILTER Pyramidal\r
752                 }\r
753         }\r
754         *MATERIAL 8 {\r
755                 *MATERIAL_NAME "textures/corsair/wood"\r
756                 *MATERIAL_CLASS "Standard"\r
757                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
758                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
759                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
760                 *MATERIAL_SHINE 0.1000\r
761                 *MATERIAL_SHINESTRENGTH 0.0000\r
762                 *MATERIAL_TRANSPARENCY 0.0000\r
763                 *MATERIAL_WIRESIZE 1.0000\r
764                 *MATERIAL_SHADING Blinn\r
765                 *MATERIAL_XP_FALLOFF 0.0000\r
766                 *MATERIAL_SELFILLUM 0.0000\r
767                 *MATERIAL_FALLOFF In\r
768                 *MATERIAL_XP_TYPE Filter\r
769                 *MAP_DIFFUSE {\r
770                         *MAP_NAME "Map #12"\r
771                         *MAP_CLASS "Bitmap"\r
772                         *MAP_SUBNO 1\r
773                         *MAP_AMOUNT 1.0000\r
774                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wood.jpg"\r
775                         *MAP_TYPE Screen\r
776                         *UVW_U_OFFSET 0.0000\r
777                         *UVW_V_OFFSET 0.0000\r
778                         *UVW_U_TILING 1.0000\r
779                         *UVW_V_TILING 1.0000\r
780                         *UVW_ANGLE 0.0000\r
781                         *UVW_BLUR 1.0000\r
782                         *UVW_BLUR_OFFSET 0.0000\r
783                         *UVW_NOUSE_AMT 1.0000\r
784                         *UVW_NOISE_SIZE 1.0000\r
785                         *UVW_NOISE_LEVEL 1\r
786                         *UVW_NOISE_PHASE 0.0000\r
787                         *BITMAP_FILTER Pyramidal\r
788                 }\r
789                 *MAP_SHINE {\r
790                         *MAP_NAME "Map #21"\r
791                         *MAP_CLASS "Bitmap"\r
792                         *MAP_SUBNO 3\r
793                         *MAP_AMOUNT 1.0000\r
794                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wood_gloss.jpg"\r
795                         *MAP_TYPE Screen\r
796                         *UVW_U_OFFSET 0.0000\r
797                         *UVW_V_OFFSET 0.0000\r
798                         *UVW_U_TILING 1.0000\r
799                         *UVW_V_TILING 1.0000\r
800                         *UVW_ANGLE 0.0000\r
801                         *UVW_BLUR 1.0000\r
802                         *UVW_BLUR_OFFSET 0.0000\r
803                         *UVW_NOUSE_AMT 1.0000\r
804                         *UVW_NOISE_SIZE 1.0000\r
805                         *UVW_NOISE_LEVEL 1\r
806                         *UVW_NOISE_PHASE 0.0000\r
807                         *BITMAP_FILTER Pyramidal\r
808                 }\r
809         }\r
810         *MATERIAL 9 {\r
811                 *MATERIAL_NAME "textures/corsair/sailblue"\r
812                 *MATERIAL_CLASS "Standard"\r
813                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
814                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
815                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
816                 *MATERIAL_SHINE 0.1000\r
817                 *MATERIAL_SHINESTRENGTH 0.0000\r
818                 *MATERIAL_TRANSPARENCY 0.0000\r
819                 *MATERIAL_WIRESIZE 1.0000\r
820                 *MATERIAL_SHADING Blinn\r
821                 *MATERIAL_XP_FALLOFF 0.0000\r
822                 *MATERIAL_SELFILLUM 0.0000\r
823                 *MATERIAL_FALLOFF In\r
824                 *MATERIAL_XP_TYPE Filter\r
825                 *MAP_DIFFUSE {\r
826                         *MAP_NAME "Map #11"\r
827                         *MAP_CLASS "Bitmap"\r
828                         *MAP_SUBNO 1\r
829                         *MAP_AMOUNT 1.0000\r
830                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\sailblue.jpg"\r
831                         *MAP_TYPE Screen\r
832                         *UVW_U_OFFSET 0.0000\r
833                         *UVW_V_OFFSET 0.0000\r
834                         *UVW_U_TILING 1.0000\r
835                         *UVW_V_TILING 1.0000\r
836                         *UVW_ANGLE 0.0000\r
837                         *UVW_BLUR 1.0000\r
838                         *UVW_BLUR_OFFSET 0.0000\r
839                         *UVW_NOUSE_AMT 1.0000\r
840                         *UVW_NOISE_SIZE 1.0000\r
841                         *UVW_NOISE_LEVEL 1\r
842                         *UVW_NOISE_PHASE 0.0000\r
843                         *BITMAP_FILTER Pyramidal\r
844                 }\r
845         }\r
846         *MATERIAL 10 {\r
847                 *MATERIAL_NAME "Material #1064"\r
848                 *MATERIAL_CLASS "Multi/Sub-Object"\r
849                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
850                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
851                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
852                 *MATERIAL_SHINE 0.1000\r
853                 *MATERIAL_SHINESTRENGTH 0.0000\r
854                 *MATERIAL_TRANSPARENCY 0.0000\r
855                 *MATERIAL_WIRESIZE 1.0000\r
856                 *NUMSUBMTLS 6\r
857                 *SUBMATERIAL 0 {\r
858                         *MATERIAL_NAME "textures/corsair/planks"\r
859                         *MATERIAL_CLASS "Standard"\r
860                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
861                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
862                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
863                         *MATERIAL_SHINE 0.1000\r
864                         *MATERIAL_SHINESTRENGTH 0.0000\r
865                         *MATERIAL_TRANSPARENCY 0.0000\r
866                         *MATERIAL_WIRESIZE 1.0000\r
867                         *MATERIAL_SHADING Blinn\r
868                         *MATERIAL_XP_FALLOFF 0.0000\r
869                         *MATERIAL_SELFILLUM 0.0000\r
870                         *MATERIAL_FALLOFF In\r
871                         *MATERIAL_XP_TYPE Filter\r
872                         *MAP_DIFFUSE {\r
873                                 *MAP_NAME "Map #12"\r
874                                 *MAP_CLASS "Bitmap"\r
875                                 *MAP_SUBNO 1\r
876                                 *MAP_AMOUNT 1.0000\r
877                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks.jpg"\r
878                                 *MAP_TYPE Screen\r
879                                 *UVW_U_OFFSET 0.0000\r
880                                 *UVW_V_OFFSET 0.0000\r
881                                 *UVW_U_TILING 1.0000\r
882                                 *UVW_V_TILING 1.0000\r
883                                 *UVW_ANGLE 0.0000\r
884                                 *UVW_BLUR 1.0000\r
885                                 *UVW_BLUR_OFFSET 0.0000\r
886                                 *UVW_NOUSE_AMT 1.0000\r
887                                 *UVW_NOISE_SIZE 1.0000\r
888                                 *UVW_NOISE_LEVEL 1\r
889                                 *UVW_NOISE_PHASE 0.0000\r
890                                 *BITMAP_FILTER Pyramidal\r
891                         }\r
892                         *MAP_SHINE {\r
893                                 *MAP_NAME "Map #24"\r
894                                 *MAP_CLASS "Bitmap"\r
895                                 *MAP_SUBNO 3\r
896                                 *MAP_AMOUNT 1.0000\r
897                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks_gloss.jpg"\r
898                                 *MAP_TYPE Screen\r
899                                 *UVW_U_OFFSET 0.0000\r
900                                 *UVW_V_OFFSET 0.0000\r
901                                 *UVW_U_TILING 1.0000\r
902                                 *UVW_V_TILING 1.0000\r
903                                 *UVW_ANGLE 0.0000\r
904                                 *UVW_BLUR 1.0000\r
905                                 *UVW_BLUR_OFFSET 0.0000\r
906                                 *UVW_NOUSE_AMT 1.0000\r
907                                 *UVW_NOISE_SIZE 1.0000\r
908                                 *UVW_NOISE_LEVEL 1\r
909                                 *UVW_NOISE_PHASE 0.0000\r
910                                 *BITMAP_FILTER Pyramidal\r
911                         }\r
912                         *MAP_BUMP {\r
913                                 *MAP_NAME "Map #17"\r
914                                 *MAP_CLASS "Bitmap"\r
915                                 *MAP_SUBNO 8\r
916                                 *MAP_AMOUNT 1.0000\r
917                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks_bump.jpg"\r
918                                 *MAP_TYPE Screen\r
919                                 *UVW_U_OFFSET 0.0000\r
920                                 *UVW_V_OFFSET 0.0000\r
921                                 *UVW_U_TILING 1.0000\r
922                                 *UVW_V_TILING 1.0000\r
923                                 *UVW_ANGLE 0.0000\r
924                                 *UVW_BLUR 1.0000\r
925                                 *UVW_BLUR_OFFSET 0.0000\r
926                                 *UVW_NOUSE_AMT 1.0000\r
927                                 *UVW_NOISE_SIZE 1.0000\r
928                                 *UVW_NOISE_LEVEL 1\r
929                                 *UVW_NOISE_PHASE 0.0000\r
930                                 *BITMAP_FILTER Pyramidal\r
931                         }\r
932                 }\r
933                 *SUBMATERIAL 1 {\r
934                         *MATERIAL_NAME "textures/corsair/wood"\r
935                         *MATERIAL_CLASS "Standard"\r
936                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
937                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
938                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
939                         *MATERIAL_SHINE 0.1000\r
940                         *MATERIAL_SHINESTRENGTH 0.0000\r
941                         *MATERIAL_TRANSPARENCY 0.0000\r
942                         *MATERIAL_WIRESIZE 1.0000\r
943                         *MATERIAL_SHADING Blinn\r
944                         *MATERIAL_XP_FALLOFF 0.0000\r
945                         *MATERIAL_SELFILLUM 0.0000\r
946                         *MATERIAL_FALLOFF In\r
947                         *MATERIAL_XP_TYPE Filter\r
948                         *MAP_DIFFUSE {\r
949                                 *MAP_NAME "Map #12"\r
950                                 *MAP_CLASS "Bitmap"\r
951                                 *MAP_SUBNO 1\r
952                                 *MAP_AMOUNT 1.0000\r
953                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wood.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                         *MAP_SHINE {\r
969                                 *MAP_NAME "Map #21"\r
970                                 *MAP_CLASS "Bitmap"\r
971                                 *MAP_SUBNO 3\r
972                                 *MAP_AMOUNT 1.0000\r
973                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wood_gloss.jpg"\r
974                                 *MAP_TYPE Screen\r
975                                 *UVW_U_OFFSET 0.0000\r
976                                 *UVW_V_OFFSET 0.0000\r
977                                 *UVW_U_TILING 1.0000\r
978                                 *UVW_V_TILING 1.0000\r
979                                 *UVW_ANGLE 0.0000\r
980                                 *UVW_BLUR 1.0000\r
981                                 *UVW_BLUR_OFFSET 0.0000\r
982                                 *UVW_NOUSE_AMT 1.0000\r
983                                 *UVW_NOISE_SIZE 1.0000\r
984                                 *UVW_NOISE_LEVEL 1\r
985                                 *UVW_NOISE_PHASE 0.0000\r
986                                 *BITMAP_FILTER Pyramidal\r
987                         }\r
988                 }\r
989                 *SUBMATERIAL 2 {\r
990                         *MATERIAL_NAME "textures/corsair/rust"\r
991                         *MATERIAL_CLASS "Standard"\r
992                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
993                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
994                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
995                         *MATERIAL_SHINE 0.1000\r
996                         *MATERIAL_SHINESTRENGTH 0.0000\r
997                         *MATERIAL_TRANSPARENCY 0.0000\r
998                         *MATERIAL_WIRESIZE 1.0000\r
999                         *MATERIAL_SHADING Blinn\r
1000                         *MATERIAL_XP_FALLOFF 0.0000\r
1001                         *MATERIAL_SELFILLUM 0.0000\r
1002                         *MATERIAL_FALLOFF In\r
1003                         *MATERIAL_XP_TYPE Filter\r
1004                         *MAP_DIFFUSE {\r
1005                                 *MAP_NAME "Map #1"\r
1006                                 *MAP_CLASS "Bitmap"\r
1007                                 *MAP_SUBNO 1\r
1008                                 *MAP_AMOUNT 1.0000\r
1009                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust.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_SHINE {\r
1025                                 *MAP_NAME "Map #2"\r
1026                                 *MAP_CLASS "Bitmap"\r
1027                                 *MAP_SUBNO 3\r
1028                                 *MAP_AMOUNT 1.0000\r
1029                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust_gloss.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 3 {\r
1046                         *MATERIAL_NAME "textures/corsair/sailwhite"\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 #11"\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\sailwhite.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                 }\r
1081                 *SUBMATERIAL 4 {\r
1082                         *MATERIAL_NAME "textures/corsair/blimp"\r
1083                         *MATERIAL_CLASS "Standard"\r
1084                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1085                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1086                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1087                         *MATERIAL_SHINE 0.1000\r
1088                         *MATERIAL_SHINESTRENGTH 0.0000\r
1089                         *MATERIAL_TRANSPARENCY 0.0000\r
1090                         *MATERIAL_WIRESIZE 1.0000\r
1091                         *MATERIAL_SHADING Blinn\r
1092                         *MATERIAL_XP_FALLOFF 0.0000\r
1093                         *MATERIAL_SELFILLUM 0.0000\r
1094                         *MATERIAL_FALLOFF In\r
1095                         *MATERIAL_XP_TYPE Filter\r
1096                         *MAP_DIFFUSE {\r
1097                                 *MAP_NAME "Map #1"\r
1098                                 *MAP_CLASS "Bitmap"\r
1099                                 *MAP_SUBNO 1\r
1100                                 *MAP_AMOUNT 1.0000\r
1101                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp.jpg"\r
1102                                 *MAP_TYPE Screen\r
1103                                 *UVW_U_OFFSET 0.0000\r
1104                                 *UVW_V_OFFSET 0.0000\r
1105                                 *UVW_U_TILING 1.0000\r
1106                                 *UVW_V_TILING 1.0000\r
1107                                 *UVW_ANGLE 0.0000\r
1108                                 *UVW_BLUR 1.0000\r
1109                                 *UVW_BLUR_OFFSET 0.0000\r
1110                                 *UVW_NOUSE_AMT 1.0000\r
1111                                 *UVW_NOISE_SIZE 1.0000\r
1112                                 *UVW_NOISE_LEVEL 1\r
1113                                 *UVW_NOISE_PHASE 0.0000\r
1114                                 *BITMAP_FILTER Pyramidal\r
1115                         }\r
1116                         *MAP_SHINE {\r
1117                                 *MAP_NAME "Map #2"\r
1118                                 *MAP_CLASS "Bitmap"\r
1119                                 *MAP_SUBNO 3\r
1120                                 *MAP_AMOUNT 1.0000\r
1121                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_gloss.jpg"\r
1122                                 *MAP_TYPE Screen\r
1123                                 *UVW_U_OFFSET 0.0000\r
1124                                 *UVW_V_OFFSET 0.0000\r
1125                                 *UVW_U_TILING 1.0000\r
1126                                 *UVW_V_TILING 1.0000\r
1127                                 *UVW_ANGLE 0.0000\r
1128                                 *UVW_BLUR 1.0000\r
1129                                 *UVW_BLUR_OFFSET 0.0000\r
1130                                 *UVW_NOUSE_AMT 1.0000\r
1131                                 *UVW_NOISE_SIZE 1.0000\r
1132                                 *UVW_NOISE_LEVEL 1\r
1133                                 *UVW_NOISE_PHASE 0.0000\r
1134                                 *BITMAP_FILTER Pyramidal\r
1135                         }\r
1136                         *MAP_BUMP {\r
1137                                 *MAP_NAME "Map #3"\r
1138                                 *MAP_CLASS "Bitmap"\r
1139                                 *MAP_SUBNO 8\r
1140                                 *MAP_AMOUNT 1.0000\r
1141                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
1142                                 *MAP_TYPE Screen\r
1143                                 *UVW_U_OFFSET 0.0000\r
1144                                 *UVW_V_OFFSET 0.0000\r
1145                                 *UVW_U_TILING 1.0000\r
1146                                 *UVW_V_TILING 1.0000\r
1147                                 *UVW_ANGLE 0.0000\r
1148                                 *UVW_BLUR 1.0000\r
1149                                 *UVW_BLUR_OFFSET 0.0000\r
1150                                 *UVW_NOUSE_AMT 1.0000\r
1151                                 *UVW_NOISE_SIZE 1.0000\r
1152                                 *UVW_NOISE_LEVEL 1\r
1153                                 *UVW_NOISE_PHASE 0.0000\r
1154                                 *BITMAP_FILTER Pyramidal\r
1155                         }\r
1156                 }\r
1157                 *SUBMATERIAL 5 {\r
1158                         *MATERIAL_NAME "textures/corsair/wall"\r
1159                         *MATERIAL_CLASS "Standard"\r
1160                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1161                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1162                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1163                         *MATERIAL_SHINE 0.1000\r
1164                         *MATERIAL_SHINESTRENGTH 0.0000\r
1165                         *MATERIAL_TRANSPARENCY 0.0000\r
1166                         *MATERIAL_WIRESIZE 1.0000\r
1167                         *MATERIAL_SHADING Blinn\r
1168                         *MATERIAL_XP_FALLOFF 0.0000\r
1169                         *MATERIAL_SELFILLUM 0.0000\r
1170                         *MATERIAL_FALLOFF In\r
1171                         *MATERIAL_XP_TYPE Filter\r
1172                         *MAP_DIFFUSE {\r
1173                                 *MAP_NAME "Map #1"\r
1174                                 *MAP_CLASS "Bitmap"\r
1175                                 *MAP_SUBNO 1\r
1176                                 *MAP_AMOUNT 1.0000\r
1177                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall.jpg"\r
1178                                 *MAP_TYPE Screen\r
1179                                 *UVW_U_OFFSET 0.0000\r
1180                                 *UVW_V_OFFSET 0.0000\r
1181                                 *UVW_U_TILING 1.0000\r
1182                                 *UVW_V_TILING 1.0000\r
1183                                 *UVW_ANGLE 0.0000\r
1184                                 *UVW_BLUR 1.0000\r
1185                                 *UVW_BLUR_OFFSET 0.0000\r
1186                                 *UVW_NOUSE_AMT 1.0000\r
1187                                 *UVW_NOISE_SIZE 1.0000\r
1188                                 *UVW_NOISE_LEVEL 1\r
1189                                 *UVW_NOISE_PHASE 0.0000\r
1190                                 *BITMAP_FILTER Pyramidal\r
1191                         }\r
1192                         *MAP_SHINE {\r
1193                                 *MAP_NAME "Map #2"\r
1194                                 *MAP_CLASS "Bitmap"\r
1195                                 *MAP_SUBNO 3\r
1196                                 *MAP_AMOUNT 1.0000\r
1197                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall_gloss.jpg"\r
1198                                 *MAP_TYPE Screen\r
1199                                 *UVW_U_OFFSET 0.0000\r
1200                                 *UVW_V_OFFSET 0.0000\r
1201                                 *UVW_U_TILING 1.0000\r
1202                                 *UVW_V_TILING 1.0000\r
1203                                 *UVW_ANGLE 0.0000\r
1204                                 *UVW_BLUR 1.0000\r
1205                                 *UVW_BLUR_OFFSET 0.0000\r
1206                                 *UVW_NOUSE_AMT 1.0000\r
1207                                 *UVW_NOISE_SIZE 1.0000\r
1208                                 *UVW_NOISE_LEVEL 1\r
1209                                 *UVW_NOISE_PHASE 0.0000\r
1210                                 *BITMAP_FILTER Pyramidal\r
1211                         }\r
1212                         *MAP_BUMP {\r
1213                                 *MAP_NAME "Map #10"\r
1214                                 *MAP_CLASS "Bitmap"\r
1215                                 *MAP_SUBNO 8\r
1216                                 *MAP_AMOUNT 1.0000\r
1217                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall_bump.jpg"\r
1218                                 *MAP_TYPE Screen\r
1219                                 *UVW_U_OFFSET 0.0000\r
1220                                 *UVW_V_OFFSET 0.0000\r
1221                                 *UVW_U_TILING 1.0000\r
1222                                 *UVW_V_TILING 1.0000\r
1223                                 *UVW_ANGLE 0.0000\r
1224                                 *UVW_BLUR 1.0000\r
1225                                 *UVW_BLUR_OFFSET 0.0000\r
1226                                 *UVW_NOUSE_AMT 1.0000\r
1227                                 *UVW_NOISE_SIZE 1.0000\r
1228                                 *UVW_NOISE_LEVEL 1\r
1229                                 *UVW_NOISE_PHASE 0.0000\r
1230                                 *BITMAP_FILTER Pyramidal\r
1231                         }\r
1232                 }\r
1233         }\r
1234         *MATERIAL 11 {\r
1235                 *MATERIAL_NAME "Material #1242"\r
1236                 *MATERIAL_CLASS "Multi/Sub-Object"\r
1237                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1238                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1239                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1240                 *MATERIAL_SHINE 0.1000\r
1241                 *MATERIAL_SHINESTRENGTH 0.0000\r
1242                 *MATERIAL_TRANSPARENCY 0.0000\r
1243                 *MATERIAL_WIRESIZE 1.0000\r
1244                 *NUMSUBMTLS 3\r
1245                 *SUBMATERIAL 0 {\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                 *SUBMATERIAL 1 {\r
1302                         *MATERIAL_NAME "textures/corsair/blimp"\r
1303                         *MATERIAL_CLASS "Standard"\r
1304                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1305                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1306                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1307                         *MATERIAL_SHINE 0.1000\r
1308                         *MATERIAL_SHINESTRENGTH 0.0000\r
1309                         *MATERIAL_TRANSPARENCY 0.0000\r
1310                         *MATERIAL_WIRESIZE 1.0000\r
1311                         *MATERIAL_SHADING Blinn\r
1312                         *MATERIAL_XP_FALLOFF 0.0000\r
1313                         *MATERIAL_SELFILLUM 0.0000\r
1314                         *MATERIAL_FALLOFF In\r
1315                         *MATERIAL_XP_TYPE Filter\r
1316                         *MAP_DIFFUSE {\r
1317                                 *MAP_NAME "Map #1"\r
1318                                 *MAP_CLASS "Bitmap"\r
1319                                 *MAP_SUBNO 1\r
1320                                 *MAP_AMOUNT 1.0000\r
1321                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp.jpg"\r
1322                                 *MAP_TYPE Screen\r
1323                                 *UVW_U_OFFSET 0.0000\r
1324                                 *UVW_V_OFFSET 0.0000\r
1325                                 *UVW_U_TILING 1.0000\r
1326                                 *UVW_V_TILING 1.0000\r
1327                                 *UVW_ANGLE 0.0000\r
1328                                 *UVW_BLUR 1.0000\r
1329                                 *UVW_BLUR_OFFSET 0.0000\r
1330                                 *UVW_NOUSE_AMT 1.0000\r
1331                                 *UVW_NOISE_SIZE 1.0000\r
1332                                 *UVW_NOISE_LEVEL 1\r
1333                                 *UVW_NOISE_PHASE 0.0000\r
1334                                 *BITMAP_FILTER Pyramidal\r
1335                         }\r
1336                         *MAP_SHINE {\r
1337                                 *MAP_NAME "Map #2"\r
1338                                 *MAP_CLASS "Bitmap"\r
1339                                 *MAP_SUBNO 3\r
1340                                 *MAP_AMOUNT 1.0000\r
1341                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_gloss.jpg"\r
1342                                 *MAP_TYPE Screen\r
1343                                 *UVW_U_OFFSET 0.0000\r
1344                                 *UVW_V_OFFSET 0.0000\r
1345                                 *UVW_U_TILING 1.0000\r
1346                                 *UVW_V_TILING 1.0000\r
1347                                 *UVW_ANGLE 0.0000\r
1348                                 *UVW_BLUR 1.0000\r
1349                                 *UVW_BLUR_OFFSET 0.0000\r
1350                                 *UVW_NOUSE_AMT 1.0000\r
1351                                 *UVW_NOISE_SIZE 1.0000\r
1352                                 *UVW_NOISE_LEVEL 1\r
1353                                 *UVW_NOISE_PHASE 0.0000\r
1354                                 *BITMAP_FILTER Pyramidal\r
1355                         }\r
1356                         *MAP_BUMP {\r
1357                                 *MAP_NAME "Map #3"\r
1358                                 *MAP_CLASS "Bitmap"\r
1359                                 *MAP_SUBNO 8\r
1360                                 *MAP_AMOUNT 1.0000\r
1361                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
1362                                 *MAP_TYPE Screen\r
1363                                 *UVW_U_OFFSET 0.0000\r
1364                                 *UVW_V_OFFSET 0.0000\r
1365                                 *UVW_U_TILING 1.0000\r
1366                                 *UVW_V_TILING 1.0000\r
1367                                 *UVW_ANGLE 0.0000\r
1368                                 *UVW_BLUR 1.0000\r
1369                                 *UVW_BLUR_OFFSET 0.0000\r
1370                                 *UVW_NOUSE_AMT 1.0000\r
1371                                 *UVW_NOISE_SIZE 1.0000\r
1372                                 *UVW_NOISE_LEVEL 1\r
1373                                 *UVW_NOISE_PHASE 0.0000\r
1374                                 *BITMAP_FILTER Pyramidal\r
1375                         }\r
1376                 }\r
1377                 *SUBMATERIAL 2 {\r
1378                         *MATERIAL_NAME "textures/corsair/rust"\r
1379                         *MATERIAL_CLASS "Standard"\r
1380                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1381                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1382                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1383                         *MATERIAL_SHINE 0.1000\r
1384                         *MATERIAL_SHINESTRENGTH 0.0000\r
1385                         *MATERIAL_TRANSPARENCY 0.0000\r
1386                         *MATERIAL_WIRESIZE 1.0000\r
1387                         *MATERIAL_SHADING Blinn\r
1388                         *MATERIAL_XP_FALLOFF 0.0000\r
1389                         *MATERIAL_SELFILLUM 0.0000\r
1390                         *MATERIAL_FALLOFF In\r
1391                         *MATERIAL_XP_TYPE Filter\r
1392                         *MAP_DIFFUSE {\r
1393                                 *MAP_NAME "Map #1"\r
1394                                 *MAP_CLASS "Bitmap"\r
1395                                 *MAP_SUBNO 1\r
1396                                 *MAP_AMOUNT 1.0000\r
1397                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust.jpg"\r
1398                                 *MAP_TYPE Screen\r
1399                                 *UVW_U_OFFSET 0.0000\r
1400                                 *UVW_V_OFFSET 0.0000\r
1401                                 *UVW_U_TILING 1.0000\r
1402                                 *UVW_V_TILING 1.0000\r
1403                                 *UVW_ANGLE 0.0000\r
1404                                 *UVW_BLUR 1.0000\r
1405                                 *UVW_BLUR_OFFSET 0.0000\r
1406                                 *UVW_NOUSE_AMT 1.0000\r
1407                                 *UVW_NOISE_SIZE 1.0000\r
1408                                 *UVW_NOISE_LEVEL 1\r
1409                                 *UVW_NOISE_PHASE 0.0000\r
1410                                 *BITMAP_FILTER Pyramidal\r
1411                         }\r
1412                         *MAP_SHINE {\r
1413                                 *MAP_NAME "Map #2"\r
1414                                 *MAP_CLASS "Bitmap"\r
1415                                 *MAP_SUBNO 3\r
1416                                 *MAP_AMOUNT 1.0000\r
1417                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\rust_gloss.jpg"\r
1418                                 *MAP_TYPE Screen\r
1419                                 *UVW_U_OFFSET 0.0000\r
1420                                 *UVW_V_OFFSET 0.0000\r
1421                                 *UVW_U_TILING 1.0000\r
1422                                 *UVW_V_TILING 1.0000\r
1423                                 *UVW_ANGLE 0.0000\r
1424                                 *UVW_BLUR 1.0000\r
1425                                 *UVW_BLUR_OFFSET 0.0000\r
1426                                 *UVW_NOUSE_AMT 1.0000\r
1427                                 *UVW_NOISE_SIZE 1.0000\r
1428                                 *UVW_NOISE_LEVEL 1\r
1429                                 *UVW_NOISE_PHASE 0.0000\r
1430                                 *BITMAP_FILTER Pyramidal\r
1431                         }\r
1432                 }\r
1433         }\r
1434 }\r
1435 *GEOMOBJECT {\r
1436         *NODE_NAME "sailblue1"\r
1437         *NODE_TM {\r
1438                 *NODE_NAME "sailblue1"\r
1439                 *INHERIT_POS 0 0 0\r
1440                 *INHERIT_ROT 0 0 0\r
1441                 *INHERIT_SCL 0 0 0\r
1442                 *TM_ROW0 -12.0624       0.0000  0.0000\r
1443                 *TM_ROW1 -0.0000        -13.4708        0.0000\r
1444                 *TM_ROW2 0.0000 0.0000  2.2284\r
1445                 *TM_ROW3 0.0000 -377.1829       0.0000\r
1446                 *TM_POS 0.0000  -377.1829       0.0000\r
1447                 *TM_ROTAXIS -0.0000     -0.0000 -1.0000\r
1448                 *TM_ROTANGLE 3.1416\r
1449                 *TM_SCALE 12.0624       13.4708 2.2284\r
1450                 *TM_SCALEAXIS 0.0000    0.0000  0.0000\r
1451                 *TM_SCALEAXISANG 0.0000\r
1452         }\r
1453         *MESH {\r
1454                 *TIMEVALUE 0\r
1455                 *MESH_NUMVERTEX 24\r
1456                 *MESH_NUMFACES 44\r
1457                 *MESH_VERTEX_LIST {\r
1458                         *MESH_VERTEX    0       -255.6529       87.3265 190.3442\r
1459                         *MESH_VERTEX    1       282.0347        -96.7088        113.9417\r
1460                         *MESH_VERTEX    2       -255.4225       87.9595 190.7331\r
1461                         *MESH_VERTEX    3       282.3606        -95.8136        114.4917\r
1462                         *MESH_VERTEX    4       -255.5693       87.5564 571.5934\r
1463                         *MESH_VERTEX    5       282.1530        -96.3837        653.1884\r
1464                         *MESH_VERTEX    6       -255.3472       88.1664 571.5298\r
1465                         *MESH_VERTEX    7       282.4671        -95.5208        653.0984\r
1466                         *MESH_VERTEX    8       -266.4185       57.7483 257.8513\r
1467                         *MESH_VERTEX    9       266.8077        -138.5449       209.4252\r
1468                         *MESH_VERTEX   10       267.1497        -137.6053       209.8640\r
1469                         *MESH_VERTEX   11       -266.1767       58.4126 258.1616\r
1470                         *MESH_VERTEX   12       -273.6176       37.9689 332.5083\r
1471                         *MESH_VERTEX   13       256.6250        -166.5212       315.0215\r
1472                         *MESH_VERTEX   14       256.9740        -165.5626       315.3372\r
1473                         *MESH_VERTEX   15       -273.3709       38.6467 332.7315\r
1474                         *MESH_VERTEX   16       -275.2519       33.4788 405.2088\r
1475                         *MESH_VERTEX   17       254.3135        -172.8722       417.8506\r
1476                         *MESH_VERTEX   18       254.6600        -171.9201       418.0348\r
1477                         *MESH_VERTEX   19       -275.0069       34.1519 405.3390\r
1478                         *MESH_VERTEX   20       -268.1382       53.0235 488.0121\r
1479                         *MESH_VERTEX   21       264.3753        -145.2278       534.9694\r
1480                         *MESH_VERTEX   22       264.7101        -144.3079       535.0171\r
1481                         *MESH_VERTEX   23       -267.9015       53.6738 488.0458\r
1482                 }\r
1483                 *MESH_FACE_LIST {\r
1484                         *MESH_FACE    0:    A:    0 B:    2 C:    3 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1485                         *MESH_FACE    1:    A:    3 B:    1 C:    0 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1486                         *MESH_FACE    2:    A:    4 B:    5 C:    7 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 4\r
1487                         *MESH_FACE    3:    A:    7 B:    6 C:    4 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 4\r
1488                         *MESH_FACE    4:    A:    0 B:    1 C:    9 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1489                         *MESH_FACE    5:    A:    9 B:    8 C:    0 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1490                         *MESH_FACE    6:    A:    8 B:    9 C:   13 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1491                         *MESH_FACE    7:    A:   13 B:   12 C:    8 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1492                         *MESH_FACE    8:    A:   12 B:   13 C:   17 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1493                         *MESH_FACE    9:    A:   17 B:   16 C:   12 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1494                         *MESH_FACE   10:    A:   16 B:   17 C:   21 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1495                         *MESH_FACE   11:    A:   21 B:   20 C:   16 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1496                         *MESH_FACE   12:    A:   20 B:   21 C:    5 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1497                         *MESH_FACE   13:    A:    5 B:    4 C:   20 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1498                         *MESH_FACE   14:    A:    1 B:    3 C:   10 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1499                         *MESH_FACE   15:    A:   10 B:    9 C:    1 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1500                         *MESH_FACE   16:    A:    9 B:   10 C:   14 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1501                         *MESH_FACE   17:    A:   14 B:   13 C:    9 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1502                         *MESH_FACE   18:    A:   13 B:   14 C:   18 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1503                         *MESH_FACE   19:    A:   18 B:   17 C:   13 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1504                         *MESH_FACE   20:    A:   17 B:   18 C:   22 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1505                         *MESH_FACE   21:    A:   22 B:   21 C:   17 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1506                         *MESH_FACE   22:    A:   21 B:   22 C:    7 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1507                         *MESH_FACE   23:    A:    7 B:    5 C:   21 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1508                         *MESH_FACE   24:    A:    3 B:    2 C:   11 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1509                         *MESH_FACE   25:    A:   11 B:   10 C:    3 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1510                         *MESH_FACE   26:    A:   10 B:   11 C:   15 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1511                         *MESH_FACE   27:    A:   15 B:   14 C:   10 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1512                         *MESH_FACE   28:    A:   14 B:   15 C:   19 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1513                         *MESH_FACE   29:    A:   19 B:   18 C:   14 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1514                         *MESH_FACE   30:    A:   18 B:   19 C:   23 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1515                         *MESH_FACE   31:    A:   23 B:   22 C:   18 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1516                         *MESH_FACE   32:    A:   22 B:   23 C:    6 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1517                         *MESH_FACE   33:    A:    6 B:    7 C:   22 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1518                         *MESH_FACE   34:    A:    2 B:    0 C:    8 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1519                         *MESH_FACE   35:    A:    8 B:   11 C:    2 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1520                         *MESH_FACE   36:    A:   11 B:    8 C:   12 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1521                         *MESH_FACE   37:    A:   12 B:   15 C:   11 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1522                         *MESH_FACE   38:    A:   15 B:   12 C:   16 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1523                         *MESH_FACE   39:    A:   16 B:   19 C:   15 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1524                         *MESH_FACE   40:    A:   19 B:   16 C:   20 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1525                         *MESH_FACE   41:    A:   20 B:   23 C:   19 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1526                         *MESH_FACE   42:    A:   23 B:   20 C:    4 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1527                         *MESH_FACE   43:    A:    4 B:    6 C:   23 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1528                 }\r
1529                 *MESH_NUMTVERTEX 56\r
1530                 *MESH_TVERTLIST {\r
1531                         *MESH_TVERT 0   1.0000  0.0000  0.0000\r
1532                         *MESH_TVERT 1   0.0000  0.0000  0.0000\r
1533                         *MESH_TVERT 2   1.0000  1.0000  0.0000\r
1534                         *MESH_TVERT 3   0.0000  1.0000  0.0000\r
1535                         *MESH_TVERT 4   0.0000  0.0000  0.0000\r
1536                         *MESH_TVERT 5   1.0000  0.0000  0.0000\r
1537                         *MESH_TVERT 6   0.0000  1.0000  0.0000\r
1538                         *MESH_TVERT 7   1.0000  1.0000  0.0000\r
1539                         *MESH_TVERT 8   0.0000  0.0000  0.0000\r
1540                         *MESH_TVERT 9   1.0000  0.0000  0.0000\r
1541                         *MESH_TVERT 10  0.0000  0.2000  0.0000\r
1542                         *MESH_TVERT 11  1.0000  0.2000  0.0000\r
1543                         *MESH_TVERT 12  0.0000  0.4000  0.0000\r
1544                         *MESH_TVERT 13  1.0000  0.4000  0.0000\r
1545                         *MESH_TVERT 14  0.0000  0.6000  0.0000\r
1546                         *MESH_TVERT 15  1.0000  0.6000  0.0000\r
1547                         *MESH_TVERT 16  0.0000  0.8000  0.0000\r
1548                         *MESH_TVERT 17  1.0000  0.8000  0.0000\r
1549                         *MESH_TVERT 18  0.0000  1.0000  0.0000\r
1550                         *MESH_TVERT 19  1.0000  1.0000  0.0000\r
1551                         *MESH_TVERT 20  0.0000  0.0000  0.0000\r
1552                         *MESH_TVERT 21  1.0000  0.0000  0.0000\r
1553                         *MESH_TVERT 22  0.0000  0.2000  0.0000\r
1554                         *MESH_TVERT 23  1.0000  0.2000  0.0000\r
1555                         *MESH_TVERT 24  0.0000  0.4000  0.0000\r
1556                         *MESH_TVERT 25  1.0000  0.4000  0.0000\r
1557                         *MESH_TVERT 26  0.0000  0.6000  0.0000\r
1558                         *MESH_TVERT 27  1.0000  0.6000  0.0000\r
1559                         *MESH_TVERT 28  0.0000  0.8000  0.0000\r
1560                         *MESH_TVERT 29  1.0000  0.8000  0.0000\r
1561                         *MESH_TVERT 30  0.0000  1.0000  0.0000\r
1562                         *MESH_TVERT 31  1.0000  1.0000  0.0000\r
1563                         *MESH_TVERT 32  0.0000  0.0000  0.0000\r
1564                         *MESH_TVERT 33  1.0000  0.0000  0.0000\r
1565                         *MESH_TVERT 34  0.0000  0.2000  0.0000\r
1566                         *MESH_TVERT 35  1.0000  0.2000  0.0000\r
1567                         *MESH_TVERT 36  0.0000  0.4000  0.0000\r
1568                         *MESH_TVERT 37  1.0000  0.4000  0.0000\r
1569                         *MESH_TVERT 38  0.0000  0.6000  0.0000\r
1570                         *MESH_TVERT 39  1.0000  0.6000  0.0000\r
1571                         *MESH_TVERT 40  0.0000  0.8000  0.0000\r
1572                         *MESH_TVERT 41  1.0000  0.8000  0.0000\r
1573                         *MESH_TVERT 42  0.0000  1.0000  0.0000\r
1574                         *MESH_TVERT 43  1.0000  1.0000  0.0000\r
1575                         *MESH_TVERT 44  0.0000  0.0000  0.0000\r
1576                         *MESH_TVERT 45  1.0000  0.0000  0.0000\r
1577                         *MESH_TVERT 46  0.0000  0.2000  0.0000\r
1578                         *MESH_TVERT 47  1.0000  0.2000  0.0000\r
1579                         *MESH_TVERT 48  0.0000  0.4000  0.0000\r
1580                         *MESH_TVERT 49  1.0000  0.4000  0.0000\r
1581                         *MESH_TVERT 50  0.0000  0.6000  0.0000\r
1582                         *MESH_TVERT 51  1.0000  0.6000  0.0000\r
1583                         *MESH_TVERT 52  0.0000  0.8000  0.0000\r
1584                         *MESH_TVERT 53  1.0000  0.8000  0.0000\r
1585                         *MESH_TVERT 54  0.0000  1.0000  0.0000\r
1586                         *MESH_TVERT 55  1.0000  1.0000  0.0000\r
1587                 }\r
1588                 *MESH_NUMTVFACES 44\r
1589                 *MESH_TFACELIST {\r
1590                         *MESH_TFACE 0   0       2       3\r
1591                         *MESH_TFACE 1   3       1       0\r
1592                         *MESH_TFACE 2   4       5       7\r
1593                         *MESH_TFACE 3   7       6       4\r
1594                         *MESH_TFACE 4   8       9       11\r
1595                         *MESH_TFACE 5   11      10      8\r
1596                         *MESH_TFACE 6   10      11      13\r
1597                         *MESH_TFACE 7   13      12      10\r
1598                         *MESH_TFACE 8   12      13      15\r
1599                         *MESH_TFACE 9   15      14      12\r
1600                         *MESH_TFACE 10  14      15      17\r
1601                         *MESH_TFACE 11  17      16      14\r
1602                         *MESH_TFACE 12  16      17      19\r
1603                         *MESH_TFACE 13  19      18      16\r
1604                         *MESH_TFACE 14  20      21      23\r
1605                         *MESH_TFACE 15  23      22      20\r
1606                         *MESH_TFACE 16  22      23      25\r
1607                         *MESH_TFACE 17  25      24      22\r
1608                         *MESH_TFACE 18  24      25      27\r
1609                         *MESH_TFACE 19  27      26      24\r
1610                         *MESH_TFACE 20  26      27      29\r
1611                         *MESH_TFACE 21  29      28      26\r
1612                         *MESH_TFACE 22  28      29      31\r
1613                         *MESH_TFACE 23  31      30      28\r
1614                         *MESH_TFACE 24  32      33      35\r
1615                         *MESH_TFACE 25  35      34      32\r
1616                         *MESH_TFACE 26  34      35      37\r
1617                         *MESH_TFACE 27  37      36      34\r
1618                         *MESH_TFACE 28  36      37      39\r
1619                         *MESH_TFACE 29  39      38      36\r
1620                         *MESH_TFACE 30  38      39      41\r
1621                         *MESH_TFACE 31  41      40      38\r
1622                         *MESH_TFACE 32  40      41      43\r
1623                         *MESH_TFACE 33  43      42      40\r
1624                         *MESH_TFACE 34  44      45      47\r
1625                         *MESH_TFACE 35  47      46      44\r
1626                         *MESH_TFACE 36  46      47      49\r
1627                         *MESH_TFACE 37  49      48      46\r
1628                         *MESH_TFACE 38  48      49      51\r
1629                         *MESH_TFACE 39  51      50      48\r
1630                         *MESH_TFACE 40  50      51      53\r
1631                         *MESH_TFACE 41  53      52      50\r
1632                         *MESH_TFACE 42  52      53      55\r
1633                         *MESH_TFACE 43  55      54      52\r
1634                 }\r
1635                 *MESH_NUMCVERTEX 0\r
1636                 *MESH_NORMALS {\r
1637                         *MESH_FACENORMAL 0      -0.0880 -0.9594 -0.2679\r
1638                                 *MESH_VERTEXNORMAL 0    -0.0880 -0.9594 -0.2679\r
1639                                 *MESH_VERTEXNORMAL 2    -0.2222 -0.9701 -0.0973\r
1640                                 *MESH_VERTEXNORMAL 3    -0.2222 -0.9701 -0.0973\r
1641                         *MESH_FACENORMAL 1      -0.0880 -0.9594 -0.2679\r
1642                                 *MESH_VERTEXNORMAL 3    -0.2222 -0.9701 -0.0973\r
1643                                 *MESH_VERTEXNORMAL 1    -0.0880 -0.9594 -0.2679\r
1644                                 *MESH_VERTEXNORMAL 0    -0.0880 -0.9594 -0.2679\r
1645                         *MESH_FACENORMAL 2      0.3906  -0.5990 0.6990\r
1646                                 *MESH_VERTEXNORMAL 4    0.3905  -0.5992 0.6989\r
1647                                 *MESH_VERTEXNORMAL 5    0.3906  -0.5990 0.6990\r
1648                                 *MESH_VERTEXNORMAL 7    0.3905  -0.5992 0.6989\r
1649                         *MESH_FACENORMAL 3      0.3903  -0.5994 0.6988\r
1650                                 *MESH_VERTEXNORMAL 7    0.3905  -0.5992 0.6989\r
1651                                 *MESH_VERTEXNORMAL 6    0.3903  -0.5994 0.6988\r
1652                                 *MESH_VERTEXNORMAL 4    0.3905  -0.5992 0.6989\r
1653                         *MESH_FACENORMAL 4      0.3465  0.9348  -0.0780\r
1654                                 *MESH_VERTEXNORMAL 0    0.3465  0.9348  -0.0780\r
1655                                 *MESH_VERTEXNORMAL 1    0.3465  0.9348  -0.0780\r
1656                                 *MESH_VERTEXNORMAL 9    0.3422  0.9372  -0.0677\r
1657                         *MESH_FACENORMAL 5      0.3465  0.9348  -0.0780\r
1658                                 *MESH_VERTEXNORMAL 9    0.3422  0.9372  -0.0677\r
1659                                 *MESH_VERTEXNORMAL 8    0.3379  0.9394  -0.0575\r
1660                                 *MESH_VERTEXNORMAL 0    0.3465  0.9348  -0.0780\r
1661                         *MESH_FACENORMAL 6      0.3336  0.9415  -0.0472\r
1662                                 *MESH_VERTEXNORMAL 8    0.3379  0.9394  -0.0575\r
1663                                 *MESH_VERTEXNORMAL 9    0.3422  0.9372  -0.0677\r
1664                                 *MESH_VERTEXNORMAL 13   0.3318  0.9427  -0.0351\r
1665                         *MESH_FACENORMAL 7      0.3336  0.9415  -0.0472\r
1666                                 *MESH_VERTEXNORMAL 13   0.3318  0.9427  -0.0351\r
1667                                 *MESH_VERTEXNORMAL 12   0.3300  0.9437  -0.0231\r
1668                                 *MESH_VERTEXNORMAL 8    0.3379  0.9394  -0.0575\r
1669                         *MESH_FACENORMAL 8      0.3282  0.9446  -0.0110\r
1670                                 *MESH_VERTEXNORMAL 12   0.3300  0.9437  -0.0231\r
1671                                 *MESH_VERTEXNORMAL 13   0.3318  0.9427  -0.0351\r
1672                                 *MESH_VERTEXNORMAL 17   0.3302  0.9439  0.0067\r
1673                         *MESH_FACENORMAL 9      0.3282  0.9446  -0.0110\r
1674                                 *MESH_VERTEXNORMAL 17   0.3302  0.9439  0.0067\r
1675                                 *MESH_VERTEXNORMAL 16   0.3322  0.9429  0.0244\r
1676                                 *MESH_VERTEXNORMAL 12   0.3300  0.9437  -0.0231\r
1677                         *MESH_FACENORMAL 10     0.3340  0.9416  0.0421\r
1678                                 *MESH_VERTEXNORMAL 16   0.3322  0.9429  0.0244\r
1679                                 *MESH_VERTEXNORMAL 17   0.3302  0.9439  0.0067\r
1680                                 *MESH_VERTEXNORMAL 21   0.3383  0.9396  0.0526\r
1681                         *MESH_FACENORMAL 11     0.3340  0.9416  0.0421\r
1682                                 *MESH_VERTEXNORMAL 21   0.3383  0.9396  0.0526\r
1683                                 *MESH_VERTEXNORMAL 20   0.3426  0.9374  0.0631\r
1684                                 *MESH_VERTEXNORMAL 16   0.3322  0.9429  0.0244\r
1685                         *MESH_FACENORMAL 12     0.3468  0.9350  0.0735\r
1686                                 *MESH_VERTEXNORMAL 20   0.3426  0.9374  0.0631\r
1687                                 *MESH_VERTEXNORMAL 21   0.3383  0.9396  0.0526\r
1688                                 *MESH_VERTEXNORMAL 5    0.3468  0.9350  0.0735\r
1689                         *MESH_FACENORMAL 13     0.3468  0.9350  0.0735\r
1690                                 *MESH_VERTEXNORMAL 5    0.3468  0.9350  0.0735\r
1691                                 *MESH_VERTEXNORMAL 4    0.3468  0.9350  0.0735\r
1692                                 *MESH_VERTEXNORMAL 20   0.3426  0.9374  0.0631\r
1693                         *MESH_FACENORMAL 14     -0.9264 0.3766  -0.0000\r
1694                                 *MESH_VERTEXNORMAL 1    -0.9264 0.3766  -0.0000\r
1695                                 *MESH_VERTEXNORMAL 3    -0.9264 0.3766  -0.0000\r
1696                                 *MESH_VERTEXNORMAL 10   -0.9264 0.3766  -0.0000\r
1697                         *MESH_FACENORMAL 15     -0.9264 0.3765  0.0000\r
1698                                 *MESH_VERTEXNORMAL 10   -0.9264 0.3766  -0.0000\r
1699                                 *MESH_VERTEXNORMAL 9    -0.9264 0.3766  0.0000\r
1700                                 *MESH_VERTEXNORMAL 1    -0.9264 0.3766  -0.0000\r
1701                         *MESH_FACENORMAL 16     -0.9264 0.3765  0.0000\r
1702                                 *MESH_VERTEXNORMAL 9    -0.9264 0.3766  0.0000\r
1703                                 *MESH_VERTEXNORMAL 10   -0.9264 0.3766  -0.0000\r
1704                                 *MESH_VERTEXNORMAL 14   -0.9264 0.3766  -0.0000\r
1705                         *MESH_FACENORMAL 17     -0.9264 0.3766  -0.0000\r
1706                                 *MESH_VERTEXNORMAL 14   -0.9264 0.3766  -0.0000\r
1707                                 *MESH_VERTEXNORMAL 13   -0.9264 0.3766  -0.0000\r
1708                                 *MESH_VERTEXNORMAL 9    -0.9264 0.3766  0.0000\r
1709                         *MESH_FACENORMAL 18     -0.9264 0.3766  -0.0000\r
1710                                 *MESH_VERTEXNORMAL 13   -0.9264 0.3766  -0.0000\r
1711                                 *MESH_VERTEXNORMAL 14   -0.9264 0.3766  -0.0000\r
1712                                 *MESH_VERTEXNORMAL 18   -0.9264 0.3766  -0.0000\r
1713                         *MESH_FACENORMAL 19     -0.9264 0.3765  0.0000\r
1714                                 *MESH_VERTEXNORMAL 18   -0.9264 0.3766  -0.0000\r
1715                                 *MESH_VERTEXNORMAL 17   -0.9264 0.3765  -0.0000\r
1716                                 *MESH_VERTEXNORMAL 13   -0.9264 0.3766  -0.0000\r
1717                         *MESH_FACENORMAL 20     -0.9264 0.3765  -0.0000\r
1718                                 *MESH_VERTEXNORMAL 17   -0.9264 0.3765  -0.0000\r
1719                                 *MESH_VERTEXNORMAL 18   -0.9264 0.3766  -0.0000\r
1720                                 *MESH_VERTEXNORMAL 22   -0.9264 0.3765  -0.0000\r
1721                         *MESH_FACENORMAL 21     -0.9264 0.3765  -0.0000\r
1722                                 *MESH_VERTEXNORMAL 22   -0.9264 0.3765  -0.0000\r
1723                                 *MESH_VERTEXNORMAL 21   -0.9264 0.3766  0.0000\r
1724                                 *MESH_VERTEXNORMAL 17   -0.9264 0.3765  -0.0000\r
1725                         *MESH_FACENORMAL 22     -0.9264 0.3765  -0.0000\r
1726                                 *MESH_VERTEXNORMAL 21   -0.9264 0.3766  0.0000\r
1727                                 *MESH_VERTEXNORMAL 22   -0.9264 0.3765  -0.0000\r
1728                                 *MESH_VERTEXNORMAL 7    -0.9264 0.3766  0.0000\r
1729                         *MESH_FACENORMAL 23     -0.9264 0.3766  0.0000\r
1730                                 *MESH_VERTEXNORMAL 7    -0.9264 0.3766  0.0000\r
1731                                 *MESH_VERTEXNORMAL 5    -0.9264 0.3766  0.0000\r
1732                                 *MESH_VERTEXNORMAL 21   -0.9264 0.3766  0.0000\r
1733                         *MESH_FACENORMAL 24     -0.3459 -0.9350 0.0780\r
1734                                 *MESH_VERTEXNORMAL 3    -0.2222 -0.9701 -0.0973\r
1735                                 *MESH_VERTEXNORMAL 2    -0.2222 -0.9701 -0.0973\r
1736                                 *MESH_VERTEXNORMAL 11   -0.3417 -0.9374 0.0677\r
1737                         *MESH_FACENORMAL 25     -0.3459 -0.9350 0.0780\r
1738                                 *MESH_VERTEXNORMAL 11   -0.3417 -0.9374 0.0677\r
1739                                 *MESH_VERTEXNORMAL 10   -0.3374 -0.9396 0.0575\r
1740                                 *MESH_VERTEXNORMAL 3    -0.2222 -0.9701 -0.0973\r
1741                         *MESH_FACENORMAL 26     -0.3331 -0.9417 0.0472\r
1742                                 *MESH_VERTEXNORMAL 10   -0.3374 -0.9396 0.0575\r
1743                                 *MESH_VERTEXNORMAL 11   -0.3417 -0.9374 0.0677\r
1744                                 *MESH_VERTEXNORMAL 15   -0.3313 -0.9429 0.0352\r
1745                         *MESH_FACENORMAL 27     -0.3331 -0.9417 0.0472\r
1746                                 *MESH_VERTEXNORMAL 15   -0.3313 -0.9429 0.0352\r
1747                                 *MESH_VERTEXNORMAL 14   -0.3295 -0.9439 0.0231\r
1748                                 *MESH_VERTEXNORMAL 10   -0.3374 -0.9396 0.0575\r
1749                         *MESH_FACENORMAL 28     -0.3277 -0.9447 0.0110\r
1750                                 *MESH_VERTEXNORMAL 14   -0.3295 -0.9439 0.0231\r
1751                                 *MESH_VERTEXNORMAL 15   -0.3313 -0.9429 0.0352\r
1752                                 *MESH_VERTEXNORMAL 19   -0.3298 -0.9440 -0.0067\r
1753                         *MESH_FACENORMAL 29     -0.3277 -0.9447 0.0110\r
1754                                 *MESH_VERTEXNORMAL 19   -0.3298 -0.9440 -0.0067\r
1755                                 *MESH_VERTEXNORMAL 18   -0.3317 -0.9431 -0.0244\r
1756                                 *MESH_VERTEXNORMAL 14   -0.3295 -0.9439 0.0231\r
1757                         *MESH_FACENORMAL 30     -0.3336 -0.9418 -0.0421\r
1758                                 *MESH_VERTEXNORMAL 18   -0.3317 -0.9431 -0.0244\r
1759                                 *MESH_VERTEXNORMAL 19   -0.3298 -0.9440 -0.0067\r
1760                                 *MESH_VERTEXNORMAL 23   -0.3379 -0.9397 -0.0526\r
1761                         *MESH_FACENORMAL 31     -0.3336 -0.9418 -0.0421\r
1762                                 *MESH_VERTEXNORMAL 23   -0.3379 -0.9397 -0.0526\r
1763                                 *MESH_VERTEXNORMAL 22   -0.3422 -0.9375 -0.0631\r
1764                                 *MESH_VERTEXNORMAL 18   -0.3317 -0.9431 -0.0244\r
1765                         *MESH_FACENORMAL 32     -0.3464 -0.9352 -0.0735\r
1766                                 *MESH_VERTEXNORMAL 22   -0.3422 -0.9375 -0.0631\r
1767                                 *MESH_VERTEXNORMAL 23   -0.3379 -0.9397 -0.0526\r
1768                                 *MESH_VERTEXNORMAL 6    -0.3464 -0.9352 -0.0735\r
1769                         *MESH_FACENORMAL 33     -0.3464 -0.9352 -0.0735\r
1770                                 *MESH_VERTEXNORMAL 6    -0.3464 -0.9352 -0.0735\r
1771                                 *MESH_VERTEXNORMAL 7    -0.3464 -0.9352 -0.0735\r
1772                                 *MESH_VERTEXNORMAL 22   -0.3422 -0.9375 -0.0631\r
1773                         *MESH_FACENORMAL 34     0.9264  -0.3765 -0.0000\r
1774                                 *MESH_VERTEXNORMAL 2    0.9264  -0.3765 -0.0000\r
1775                                 *MESH_VERTEXNORMAL 0    0.9264  -0.3765 -0.0000\r
1776                                 *MESH_VERTEXNORMAL 8    0.9264  -0.3765 -0.0000\r
1777                         *MESH_FACENORMAL 35     0.9264  -0.3765 -0.0000\r
1778                                 *MESH_VERTEXNORMAL 8    0.9264  -0.3765 -0.0000\r
1779                                 *MESH_VERTEXNORMAL 11   0.9264  -0.3765 -0.0000\r
1780                                 *MESH_VERTEXNORMAL 2    0.9264  -0.3765 -0.0000\r
1781                         *MESH_FACENORMAL 36     0.9264  -0.3765 -0.0000\r
1782                                 *MESH_VERTEXNORMAL 11   0.9264  -0.3765 -0.0000\r
1783                                 *MESH_VERTEXNORMAL 8    0.9264  -0.3765 -0.0000\r
1784                                 *MESH_VERTEXNORMAL 12   0.9264  -0.3765 -0.0000\r
1785                         *MESH_FACENORMAL 37     0.9264  -0.3765 -0.0000\r
1786                                 *MESH_VERTEXNORMAL 12   0.9264  -0.3765 -0.0000\r
1787                                 *MESH_VERTEXNORMAL 15   0.9264  -0.3765 -0.0000\r
1788                                 *MESH_VERTEXNORMAL 11   0.9264  -0.3765 -0.0000\r
1789                         *MESH_FACENORMAL 38     0.9264  -0.3765 -0.0000\r
1790                                 *MESH_VERTEXNORMAL 15   0.9264  -0.3765 -0.0000\r
1791                                 *MESH_VERTEXNORMAL 12   0.9264  -0.3765 -0.0000\r
1792                                 *MESH_VERTEXNORMAL 16   0.9264  -0.3766 -0.0000\r
1793                         *MESH_FACENORMAL 39     0.9264  -0.3766 0.0000\r
1794                                 *MESH_VERTEXNORMAL 16   0.9264  -0.3766 -0.0000\r
1795                                 *MESH_VERTEXNORMAL 19   0.9264  -0.3766 -0.0000\r
1796                                 *MESH_VERTEXNORMAL 15   0.9264  -0.3765 -0.0000\r
1797                         *MESH_FACENORMAL 40     0.9264  -0.3766 -0.0000\r
1798                                 *MESH_VERTEXNORMAL 19   0.9264  -0.3766 -0.0000\r
1799                                 *MESH_VERTEXNORMAL 16   0.9264  -0.3766 -0.0000\r
1800                                 *MESH_VERTEXNORMAL 20   0.9264  -0.3766 -0.0000\r
1801                         *MESH_FACENORMAL 41     0.9264  -0.3766 -0.0000\r
1802                                 *MESH_VERTEXNORMAL 20   0.9264  -0.3766 -0.0000\r
1803                                 *MESH_VERTEXNORMAL 23   0.9264  -0.3766 -0.0000\r
1804                                 *MESH_VERTEXNORMAL 19   0.9264  -0.3766 -0.0000\r
1805                         *MESH_FACENORMAL 42     0.9264  -0.3766 -0.0000\r
1806                                 *MESH_VERTEXNORMAL 23   0.9264  -0.3766 -0.0000\r
1807                                 *MESH_VERTEXNORMAL 20   0.9264  -0.3766 -0.0000\r
1808                                 *MESH_VERTEXNORMAL 4    0.9264  -0.3766 -0.0000\r
1809                         *MESH_FACENORMAL 43     0.9264  -0.3766 -0.0000\r
1810                                 *MESH_VERTEXNORMAL 4    0.9264  -0.3766 -0.0000\r
1811                                 *MESH_VERTEXNORMAL 6    0.9264  -0.3766 -0.0000\r
1812                                 *MESH_VERTEXNORMAL 23   0.9264  -0.3766 -0.0000\r
1813                 }\r
1814         }\r
1815         *PROP_MOTIONBLUR 0\r
1816         *PROP_CASTSHADOW 1\r
1817         *PROP_RECVSHADOW 1\r
1818         *MATERIAL_REF 9\r
1819 }\r