]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/models/corsair/sailblue2.ASE
Scoreboard respawn info from my code in Xonotic
[voretournament/voretournament.git] / data / models / corsair / sailblue2.ASE
1 *3DSMAX_ASCIIEXPORT     200\r
2 *COMMENT "AsciiExport Version  2.00 - Mon Nov 30 12:05:47 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 "F:\nexuiz-251\Nexuiz\data\textures\corsair\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 "F:\nexuiz-251\Nexuiz\data\textures\corsair\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 "Material #727"\r
120                 *MATERIAL_CLASS "Multi/Sub-Object"\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                 *NUMSUBMTLS 2\r
129                 *SUBMATERIAL 0 {\r
130                         *MATERIAL_NAME "textures/corsair/metalblack"\r
131                         *MATERIAL_CLASS "Standard"\r
132                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
133                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
134                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
135                         *MATERIAL_SHINE 0.1000\r
136                         *MATERIAL_SHINESTRENGTH 0.0000\r
137                         *MATERIAL_TRANSPARENCY 0.0000\r
138                         *MATERIAL_WIRESIZE 1.0000\r
139                         *MATERIAL_SHADING Blinn\r
140                         *MATERIAL_XP_FALLOFF 0.0000\r
141                         *MATERIAL_SELFILLUM 0.0000\r
142                         *MATERIAL_FALLOFF In\r
143                         *MATERIAL_XP_TYPE Filter\r
144                         *MAP_DIFFUSE {\r
145                                 *MAP_NAME "Map #12"\r
146                                 *MAP_CLASS "Bitmap"\r
147                                 *MAP_SUBNO 1\r
148                                 *MAP_AMOUNT 1.0000\r
149                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack.jpg"\r
150                                 *MAP_TYPE Screen\r
151                                 *UVW_U_OFFSET 0.0000\r
152                                 *UVW_V_OFFSET 0.0000\r
153                                 *UVW_U_TILING 1.0000\r
154                                 *UVW_V_TILING 1.0000\r
155                                 *UVW_ANGLE 0.0000\r
156                                 *UVW_BLUR 1.0000\r
157                                 *UVW_BLUR_OFFSET 0.0000\r
158                                 *UVW_NOUSE_AMT 1.0000\r
159                                 *UVW_NOISE_SIZE 1.0000\r
160                                 *UVW_NOISE_LEVEL 1\r
161                                 *UVW_NOISE_PHASE 0.0000\r
162                                 *BITMAP_FILTER Pyramidal\r
163                         }\r
164                         *MAP_SHINE {\r
165                                 *MAP_NAME "Map #13"\r
166                                 *MAP_CLASS "Bitmap"\r
167                                 *MAP_SUBNO 3\r
168                                 *MAP_AMOUNT 1.0000\r
169                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack_gloss.jpg"\r
170                                 *MAP_TYPE Screen\r
171                                 *UVW_U_OFFSET 0.0000\r
172                                 *UVW_V_OFFSET 0.0000\r
173                                 *UVW_U_TILING 1.0000\r
174                                 *UVW_V_TILING 1.0000\r
175                                 *UVW_ANGLE 0.0000\r
176                                 *UVW_BLUR 1.0000\r
177                                 *UVW_BLUR_OFFSET 0.0000\r
178                                 *UVW_NOUSE_AMT 1.0000\r
179                                 *UVW_NOISE_SIZE 1.0000\r
180                                 *UVW_NOISE_LEVEL 1\r
181                                 *UVW_NOISE_PHASE 0.0000\r
182                                 *BITMAP_FILTER Pyramidal\r
183                         }\r
184                 }\r
185                 *SUBMATERIAL 1 {\r
186                         *MATERIAL_NAME "textures/corsair/blimp"\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 #1"\r
202                                 *MAP_CLASS "Bitmap"\r
203                                 *MAP_SUBNO 1\r
204                                 *MAP_AMOUNT 1.0000\r
205                                 *BITMAP "F:\nexuiz-251\Nexuiz\data\textures\corsair\blimp.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 #2"\r
222                                 *MAP_CLASS "Bitmap"\r
223                                 *MAP_SUBNO 3\r
224                                 *MAP_AMOUNT 1.0000\r
225                                 *BITMAP "F:\nexuiz-251\Nexuiz\data\textures\corsair\blimp_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                         *MAP_BUMP {\r
241                                 *MAP_NAME "Map #3"\r
242                                 *MAP_CLASS "Bitmap"\r
243                                 *MAP_SUBNO 8\r
244                                 *MAP_AMOUNT 1.0000\r
245                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
246                                 *MAP_TYPE Screen\r
247                                 *UVW_U_OFFSET 0.0000\r
248                                 *UVW_V_OFFSET 0.0000\r
249                                 *UVW_U_TILING 1.0000\r
250                                 *UVW_V_TILING 1.0000\r
251                                 *UVW_ANGLE 0.0000\r
252                                 *UVW_BLUR 1.0000\r
253                                 *UVW_BLUR_OFFSET 0.0000\r
254                                 *UVW_NOUSE_AMT 1.0000\r
255                                 *UVW_NOISE_SIZE 1.0000\r
256                                 *UVW_NOISE_LEVEL 1\r
257                                 *UVW_NOISE_PHASE 0.0000\r
258                                 *BITMAP_FILTER Pyramidal\r
259                         }\r
260                 }\r
261         }\r
262         *MATERIAL 2 {\r
263                 *MATERIAL_NAME "textures/corsair/crate1"\r
264                 *MATERIAL_CLASS "Standard"\r
265                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
266                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
267                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
268                 *MATERIAL_SHINE 0.1000\r
269                 *MATERIAL_SHINESTRENGTH 0.0000\r
270                 *MATERIAL_TRANSPARENCY 0.0000\r
271                 *MATERIAL_WIRESIZE 1.0000\r
272                 *MATERIAL_SHADING Blinn\r
273                 *MATERIAL_XP_FALLOFF 0.0000\r
274                 *MATERIAL_SELFILLUM 0.0000\r
275                 *MATERIAL_FALLOFF In\r
276                 *MATERIAL_XP_TYPE Filter\r
277                 *MAP_DIFFUSE {\r
278                         *MAP_NAME "Map #12"\r
279                         *MAP_CLASS "Bitmap"\r
280                         *MAP_SUBNO 1\r
281                         *MAP_AMOUNT 1.0000\r
282                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate1.jpg"\r
283                         *MAP_TYPE Screen\r
284                         *UVW_U_OFFSET 0.0000\r
285                         *UVW_V_OFFSET 0.0000\r
286                         *UVW_U_TILING 1.0000\r
287                         *UVW_V_TILING 1.0000\r
288                         *UVW_ANGLE 0.0000\r
289                         *UVW_BLUR 1.0000\r
290                         *UVW_BLUR_OFFSET 0.0000\r
291                         *UVW_NOUSE_AMT 1.0000\r
292                         *UVW_NOISE_SIZE 1.0000\r
293                         *UVW_NOISE_LEVEL 1\r
294                         *UVW_NOISE_PHASE 0.0000\r
295                         *BITMAP_FILTER Pyramidal\r
296                 }\r
297                 *MAP_BUMP {\r
298                         *MAP_NAME "Map #16"\r
299                         *MAP_CLASS "Bitmap"\r
300                         *MAP_SUBNO 8\r
301                         *MAP_AMOUNT 1.0000\r
302                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate1_bump.jpg"\r
303                         *MAP_TYPE Screen\r
304                         *UVW_U_OFFSET 0.0000\r
305                         *UVW_V_OFFSET 0.0000\r
306                         *UVW_U_TILING 1.0000\r
307                         *UVW_V_TILING 1.0000\r
308                         *UVW_ANGLE 0.0000\r
309                         *UVW_BLUR 1.0000\r
310                         *UVW_BLUR_OFFSET 0.0000\r
311                         *UVW_NOUSE_AMT 1.0000\r
312                         *UVW_NOISE_SIZE 1.0000\r
313                         *UVW_NOISE_LEVEL 1\r
314                         *UVW_NOISE_PHASE 0.0000\r
315                         *BITMAP_FILTER Pyramidal\r
316                 }\r
317         }\r
318         *MATERIAL 3 {\r
319                 *MATERIAL_NAME "textures/corsair/crate2"\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\crate2.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 #17"\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\crate2_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 "Material #761"\r
376                 *MATERIAL_CLASS "Multi/Sub-Object"\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                 *NUMSUBMTLS 2\r
385                 *SUBMATERIAL 0 {\r
386                         *MATERIAL_NAME "textures/corsair/crate2"\r
387                         *MATERIAL_CLASS "Standard"\r
388                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
389                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
390                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
391                         *MATERIAL_SHINE 0.1000\r
392                         *MATERIAL_SHINESTRENGTH 0.0000\r
393                         *MATERIAL_TRANSPARENCY 0.0000\r
394                         *MATERIAL_WIRESIZE 1.0000\r
395                         *MATERIAL_SHADING Blinn\r
396                         *MATERIAL_XP_FALLOFF 0.0000\r
397                         *MATERIAL_SELFILLUM 0.0000\r
398                         *MATERIAL_FALLOFF In\r
399                         *MATERIAL_XP_TYPE Filter\r
400                         *MAP_DIFFUSE {\r
401                                 *MAP_NAME "Map #12"\r
402                                 *MAP_CLASS "Bitmap"\r
403                                 *MAP_SUBNO 1\r
404                                 *MAP_AMOUNT 1.0000\r
405                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2.jpg"\r
406                                 *MAP_TYPE Screen\r
407                                 *UVW_U_OFFSET 0.0000\r
408                                 *UVW_V_OFFSET 0.0000\r
409                                 *UVW_U_TILING 1.0000\r
410                                 *UVW_V_TILING 1.0000\r
411                                 *UVW_ANGLE 0.0000\r
412                                 *UVW_BLUR 1.0000\r
413                                 *UVW_BLUR_OFFSET 0.0000\r
414                                 *UVW_NOUSE_AMT 1.0000\r
415                                 *UVW_NOISE_SIZE 1.0000\r
416                                 *UVW_NOISE_LEVEL 1\r
417                                 *UVW_NOISE_PHASE 0.0000\r
418                                 *BITMAP_FILTER Pyramidal\r
419                         }\r
420                         *MAP_BUMP {\r
421                                 *MAP_NAME "Map #17"\r
422                                 *MAP_CLASS "Bitmap"\r
423                                 *MAP_SUBNO 8\r
424                                 *MAP_AMOUNT 1.0000\r
425                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2_bump.jpg"\r
426                                 *MAP_TYPE Screen\r
427                                 *UVW_U_OFFSET 0.0000\r
428                                 *UVW_V_OFFSET 0.0000\r
429                                 *UVW_U_TILING 1.0000\r
430                                 *UVW_V_TILING 1.0000\r
431                                 *UVW_ANGLE 0.0000\r
432                                 *UVW_BLUR 1.0000\r
433                                 *UVW_BLUR_OFFSET 0.0000\r
434                                 *UVW_NOUSE_AMT 1.0000\r
435                                 *UVW_NOISE_SIZE 1.0000\r
436                                 *UVW_NOISE_LEVEL 1\r
437                                 *UVW_NOISE_PHASE 0.0000\r
438                                 *BITMAP_FILTER Pyramidal\r
439                         }\r
440                 }\r
441                 *SUBMATERIAL 1 {\r
442                         *MATERIAL_NAME "textures/corsair/crate1"\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\crate1.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 #16"\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\crate1_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         }\r
498         *MATERIAL 5 {\r
499                 *MATERIAL_NAME "Material #749"\r
500                 *MATERIAL_CLASS "Multi/Sub-Object"\r
501                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
502                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
503                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
504                 *MATERIAL_SHINE 0.1000\r
505                 *MATERIAL_SHINESTRENGTH 0.0000\r
506                 *MATERIAL_TRANSPARENCY 0.0000\r
507                 *MATERIAL_WIRESIZE 1.0000\r
508                 *NUMSUBMTLS 2\r
509                 *SUBMATERIAL 0 {\r
510                         *MATERIAL_NAME "textures/corsair/crate2"\r
511                         *MATERIAL_CLASS "Standard"\r
512                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
513                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
514                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
515                         *MATERIAL_SHINE 0.1000\r
516                         *MATERIAL_SHINESTRENGTH 0.0000\r
517                         *MATERIAL_TRANSPARENCY 0.0000\r
518                         *MATERIAL_WIRESIZE 1.0000\r
519                         *MATERIAL_SHADING Blinn\r
520                         *MATERIAL_XP_FALLOFF 0.0000\r
521                         *MATERIAL_SELFILLUM 0.0000\r
522                         *MATERIAL_FALLOFF In\r
523                         *MATERIAL_XP_TYPE Filter\r
524                         *MAP_DIFFUSE {\r
525                                 *MAP_NAME "Map #12"\r
526                                 *MAP_CLASS "Bitmap"\r
527                                 *MAP_SUBNO 1\r
528                                 *MAP_AMOUNT 1.0000\r
529                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2.jpg"\r
530                                 *MAP_TYPE Screen\r
531                                 *UVW_U_OFFSET 0.0000\r
532                                 *UVW_V_OFFSET 0.0000\r
533                                 *UVW_U_TILING 1.0000\r
534                                 *UVW_V_TILING 1.0000\r
535                                 *UVW_ANGLE 0.0000\r
536                                 *UVW_BLUR 1.0000\r
537                                 *UVW_BLUR_OFFSET 0.0000\r
538                                 *UVW_NOUSE_AMT 1.0000\r
539                                 *UVW_NOISE_SIZE 1.0000\r
540                                 *UVW_NOISE_LEVEL 1\r
541                                 *UVW_NOISE_PHASE 0.0000\r
542                                 *BITMAP_FILTER Pyramidal\r
543                         }\r
544                         *MAP_BUMP {\r
545                                 *MAP_NAME "Map #17"\r
546                                 *MAP_CLASS "Bitmap"\r
547                                 *MAP_SUBNO 8\r
548                                 *MAP_AMOUNT 1.0000\r
549                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\crate2_bump.jpg"\r
550                                 *MAP_TYPE Screen\r
551                                 *UVW_U_OFFSET 0.0000\r
552                                 *UVW_V_OFFSET 0.0000\r
553                                 *UVW_U_TILING 1.0000\r
554                                 *UVW_V_TILING 1.0000\r
555                                 *UVW_ANGLE 0.0000\r
556                                 *UVW_BLUR 1.0000\r
557                                 *UVW_BLUR_OFFSET 0.0000\r
558                                 *UVW_NOUSE_AMT 1.0000\r
559                                 *UVW_NOISE_SIZE 1.0000\r
560                                 *UVW_NOISE_LEVEL 1\r
561                                 *UVW_NOISE_PHASE 0.0000\r
562                                 *BITMAP_FILTER Pyramidal\r
563                         }\r
564                 }\r
565                 *SUBMATERIAL 1 {\r
566                         *MATERIAL_NAME "textures/corsair/crate1"\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\crate1.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 #16"\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\crate1_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         }\r
622         *MATERIAL 6 {\r
623                 *MATERIAL_NAME "textures/corsair/planks"\r
624                 *MATERIAL_CLASS "Standard"\r
625                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
626                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
627                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
628                 *MATERIAL_SHINE 0.1000\r
629                 *MATERIAL_SHINESTRENGTH 0.0000\r
630                 *MATERIAL_TRANSPARENCY 0.0000\r
631                 *MATERIAL_WIRESIZE 1.0000\r
632                 *MATERIAL_SHADING Blinn\r
633                 *MATERIAL_XP_FALLOFF 0.0000\r
634                 *MATERIAL_SELFILLUM 0.0000\r
635                 *MATERIAL_FALLOFF In\r
636                 *MATERIAL_XP_TYPE Filter\r
637                 *MAP_DIFFUSE {\r
638                         *MAP_NAME "Map #12"\r
639                         *MAP_CLASS "Bitmap"\r
640                         *MAP_SUBNO 1\r
641                         *MAP_AMOUNT 1.0000\r
642                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks.jpg"\r
643                         *MAP_TYPE Screen\r
644                         *UVW_U_OFFSET 0.0000\r
645                         *UVW_V_OFFSET 0.0000\r
646                         *UVW_U_TILING 1.0000\r
647                         *UVW_V_TILING 1.0000\r
648                         *UVW_ANGLE 0.0000\r
649                         *UVW_BLUR 1.0000\r
650                         *UVW_BLUR_OFFSET 0.0000\r
651                         *UVW_NOUSE_AMT 1.0000\r
652                         *UVW_NOISE_SIZE 1.0000\r
653                         *UVW_NOISE_LEVEL 1\r
654                         *UVW_NOISE_PHASE 0.0000\r
655                         *BITMAP_FILTER Pyramidal\r
656                 }\r
657                 *MAP_SHINE {\r
658                         *MAP_NAME "Map #24"\r
659                         *MAP_CLASS "Bitmap"\r
660                         *MAP_SUBNO 3\r
661                         *MAP_AMOUNT 1.0000\r
662                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks_gloss.jpg"\r
663                         *MAP_TYPE Screen\r
664                         *UVW_U_OFFSET 0.0000\r
665                         *UVW_V_OFFSET 0.0000\r
666                         *UVW_U_TILING 1.0000\r
667                         *UVW_V_TILING 1.0000\r
668                         *UVW_ANGLE 0.0000\r
669                         *UVW_BLUR 1.0000\r
670                         *UVW_BLUR_OFFSET 0.0000\r
671                         *UVW_NOUSE_AMT 1.0000\r
672                         *UVW_NOISE_SIZE 1.0000\r
673                         *UVW_NOISE_LEVEL 1\r
674                         *UVW_NOISE_PHASE 0.0000\r
675                         *BITMAP_FILTER Pyramidal\r
676                 }\r
677                 *MAP_BUMP {\r
678                         *MAP_NAME "Map #17"\r
679                         *MAP_CLASS "Bitmap"\r
680                         *MAP_SUBNO 8\r
681                         *MAP_AMOUNT 1.0000\r
682                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks_bump.jpg"\r
683                         *MAP_TYPE Screen\r
684                         *UVW_U_OFFSET 0.0000\r
685                         *UVW_V_OFFSET 0.0000\r
686                         *UVW_U_TILING 1.0000\r
687                         *UVW_V_TILING 1.0000\r
688                         *UVW_ANGLE 0.0000\r
689                         *UVW_BLUR 1.0000\r
690                         *UVW_BLUR_OFFSET 0.0000\r
691                         *UVW_NOUSE_AMT 1.0000\r
692                         *UVW_NOISE_SIZE 1.0000\r
693                         *UVW_NOISE_LEVEL 1\r
694                         *UVW_NOISE_PHASE 0.0000\r
695                         *BITMAP_FILTER Pyramidal\r
696                 }\r
697         }\r
698         *MATERIAL 7 {\r
699                 *MATERIAL_NAME "textures/corsair/wood"\r
700                 *MATERIAL_CLASS "Standard"\r
701                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
702                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
703                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
704                 *MATERIAL_SHINE 0.1000\r
705                 *MATERIAL_SHINESTRENGTH 0.0000\r
706                 *MATERIAL_TRANSPARENCY 0.0000\r
707                 *MATERIAL_WIRESIZE 1.0000\r
708                 *MATERIAL_SHADING Blinn\r
709                 *MATERIAL_XP_FALLOFF 0.0000\r
710                 *MATERIAL_SELFILLUM 0.0000\r
711                 *MATERIAL_FALLOFF In\r
712                 *MATERIAL_XP_TYPE Filter\r
713                 *MAP_DIFFUSE {\r
714                         *MAP_NAME "Map #12"\r
715                         *MAP_CLASS "Bitmap"\r
716                         *MAP_SUBNO 1\r
717                         *MAP_AMOUNT 1.0000\r
718                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wood.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_SHINE {\r
734                         *MAP_NAME "Map #21"\r
735                         *MAP_CLASS "Bitmap"\r
736                         *MAP_SUBNO 3\r
737                         *MAP_AMOUNT 1.0000\r
738                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wood_gloss.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/sailblue"\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 #11"\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\sailblue.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         }\r
790         *MATERIAL 9 {\r
791                 *MATERIAL_NAME "Material #1064"\r
792                 *MATERIAL_CLASS "Multi/Sub-Object"\r
793                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
794                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
795                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
796                 *MATERIAL_SHINE 0.1000\r
797                 *MATERIAL_SHINESTRENGTH 0.0000\r
798                 *MATERIAL_TRANSPARENCY 0.0000\r
799                 *MATERIAL_WIRESIZE 1.0000\r
800                 *NUMSUBMTLS 6\r
801                 *SUBMATERIAL 0 {\r
802                         *MATERIAL_NAME "textures/corsair/planks"\r
803                         *MATERIAL_CLASS "Standard"\r
804                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
805                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
806                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
807                         *MATERIAL_SHINE 0.1000\r
808                         *MATERIAL_SHINESTRENGTH 0.0000\r
809                         *MATERIAL_TRANSPARENCY 0.0000\r
810                         *MATERIAL_WIRESIZE 1.0000\r
811                         *MATERIAL_SHADING Blinn\r
812                         *MATERIAL_XP_FALLOFF 0.0000\r
813                         *MATERIAL_SELFILLUM 0.0000\r
814                         *MATERIAL_FALLOFF In\r
815                         *MATERIAL_XP_TYPE Filter\r
816                         *MAP_DIFFUSE {\r
817                                 *MAP_NAME "Map #12"\r
818                                 *MAP_CLASS "Bitmap"\r
819                                 *MAP_SUBNO 1\r
820                                 *MAP_AMOUNT 1.0000\r
821                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks.jpg"\r
822                                 *MAP_TYPE Screen\r
823                                 *UVW_U_OFFSET 0.0000\r
824                                 *UVW_V_OFFSET 0.0000\r
825                                 *UVW_U_TILING 1.0000\r
826                                 *UVW_V_TILING 1.0000\r
827                                 *UVW_ANGLE 0.0000\r
828                                 *UVW_BLUR 1.0000\r
829                                 *UVW_BLUR_OFFSET 0.0000\r
830                                 *UVW_NOUSE_AMT 1.0000\r
831                                 *UVW_NOISE_SIZE 1.0000\r
832                                 *UVW_NOISE_LEVEL 1\r
833                                 *UVW_NOISE_PHASE 0.0000\r
834                                 *BITMAP_FILTER Pyramidal\r
835                         }\r
836                         *MAP_SHINE {\r
837                                 *MAP_NAME "Map #24"\r
838                                 *MAP_CLASS "Bitmap"\r
839                                 *MAP_SUBNO 3\r
840                                 *MAP_AMOUNT 1.0000\r
841                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks_gloss.jpg"\r
842                                 *MAP_TYPE Screen\r
843                                 *UVW_U_OFFSET 0.0000\r
844                                 *UVW_V_OFFSET 0.0000\r
845                                 *UVW_U_TILING 1.0000\r
846                                 *UVW_V_TILING 1.0000\r
847                                 *UVW_ANGLE 0.0000\r
848                                 *UVW_BLUR 1.0000\r
849                                 *UVW_BLUR_OFFSET 0.0000\r
850                                 *UVW_NOUSE_AMT 1.0000\r
851                                 *UVW_NOISE_SIZE 1.0000\r
852                                 *UVW_NOISE_LEVEL 1\r
853                                 *UVW_NOISE_PHASE 0.0000\r
854                                 *BITMAP_FILTER Pyramidal\r
855                         }\r
856                         *MAP_BUMP {\r
857                                 *MAP_NAME "Map #17"\r
858                                 *MAP_CLASS "Bitmap"\r
859                                 *MAP_SUBNO 8\r
860                                 *MAP_AMOUNT 1.0000\r
861                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\planks_bump.jpg"\r
862                                 *MAP_TYPE Screen\r
863                                 *UVW_U_OFFSET 0.0000\r
864                                 *UVW_V_OFFSET 0.0000\r
865                                 *UVW_U_TILING 1.0000\r
866                                 *UVW_V_TILING 1.0000\r
867                                 *UVW_ANGLE 0.0000\r
868                                 *UVW_BLUR 1.0000\r
869                                 *UVW_BLUR_OFFSET 0.0000\r
870                                 *UVW_NOUSE_AMT 1.0000\r
871                                 *UVW_NOISE_SIZE 1.0000\r
872                                 *UVW_NOISE_LEVEL 1\r
873                                 *UVW_NOISE_PHASE 0.0000\r
874                                 *BITMAP_FILTER Pyramidal\r
875                         }\r
876                 }\r
877                 *SUBMATERIAL 1 {\r
878                         *MATERIAL_NAME "textures/corsair/wood"\r
879                         *MATERIAL_CLASS "Standard"\r
880                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
881                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
882                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
883                         *MATERIAL_SHINE 0.1000\r
884                         *MATERIAL_SHINESTRENGTH 0.0000\r
885                         *MATERIAL_TRANSPARENCY 0.0000\r
886                         *MATERIAL_WIRESIZE 1.0000\r
887                         *MATERIAL_SHADING Blinn\r
888                         *MATERIAL_XP_FALLOFF 0.0000\r
889                         *MATERIAL_SELFILLUM 0.0000\r
890                         *MATERIAL_FALLOFF In\r
891                         *MATERIAL_XP_TYPE Filter\r
892                         *MAP_DIFFUSE {\r
893                                 *MAP_NAME "Map #12"\r
894                                 *MAP_CLASS "Bitmap"\r
895                                 *MAP_SUBNO 1\r
896                                 *MAP_AMOUNT 1.0000\r
897                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wood.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_SHINE {\r
913                                 *MAP_NAME "Map #21"\r
914                                 *MAP_CLASS "Bitmap"\r
915                                 *MAP_SUBNO 3\r
916                                 *MAP_AMOUNT 1.0000\r
917                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wood_gloss.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 2 {\r
934                         *MATERIAL_NAME "textures/corsair/rust"\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 #1"\r
950                                 *MAP_CLASS "Bitmap"\r
951                                 *MAP_SUBNO 1\r
952                                 *MAP_AMOUNT 1.0000\r
953                                 *BITMAP "F:\nexuiz-251\Nexuiz\data\textures\corsair\rust.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 #2"\r
970                                 *MAP_CLASS "Bitmap"\r
971                                 *MAP_SUBNO 3\r
972                                 *MAP_AMOUNT 1.0000\r
973                                 *BITMAP "F:\nexuiz-251\Nexuiz\data\textures\corsair\rust_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 3 {\r
990                         *MATERIAL_NAME "textures/corsair/sailwhite"\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 #11"\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\sailwhite.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                 }\r
1025                 *SUBMATERIAL 4 {\r
1026                         *MATERIAL_NAME "textures/corsair/blimp"\r
1027                         *MATERIAL_CLASS "Standard"\r
1028                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1029                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1030                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1031                         *MATERIAL_SHINE 0.1000\r
1032                         *MATERIAL_SHINESTRENGTH 0.0000\r
1033                         *MATERIAL_TRANSPARENCY 0.0000\r
1034                         *MATERIAL_WIRESIZE 1.0000\r
1035                         *MATERIAL_SHADING Blinn\r
1036                         *MATERIAL_XP_FALLOFF 0.0000\r
1037                         *MATERIAL_SELFILLUM 0.0000\r
1038                         *MATERIAL_FALLOFF In\r
1039                         *MATERIAL_XP_TYPE Filter\r
1040                         *MAP_DIFFUSE {\r
1041                                 *MAP_NAME "Map #1"\r
1042                                 *MAP_CLASS "Bitmap"\r
1043                                 *MAP_SUBNO 1\r
1044                                 *MAP_AMOUNT 1.0000\r
1045                                 *BITMAP "F:\nexuiz-251\Nexuiz\data\textures\corsair\blimp.jpg"\r
1046                                 *MAP_TYPE Screen\r
1047                                 *UVW_U_OFFSET 0.0000\r
1048                                 *UVW_V_OFFSET 0.0000\r
1049                                 *UVW_U_TILING 1.0000\r
1050                                 *UVW_V_TILING 1.0000\r
1051                                 *UVW_ANGLE 0.0000\r
1052                                 *UVW_BLUR 1.0000\r
1053                                 *UVW_BLUR_OFFSET 0.0000\r
1054                                 *UVW_NOUSE_AMT 1.0000\r
1055                                 *UVW_NOISE_SIZE 1.0000\r
1056                                 *UVW_NOISE_LEVEL 1\r
1057                                 *UVW_NOISE_PHASE 0.0000\r
1058                                 *BITMAP_FILTER Pyramidal\r
1059                         }\r
1060                         *MAP_SHINE {\r
1061                                 *MAP_NAME "Map #2"\r
1062                                 *MAP_CLASS "Bitmap"\r
1063                                 *MAP_SUBNO 3\r
1064                                 *MAP_AMOUNT 1.0000\r
1065                                 *BITMAP "F:\nexuiz-251\Nexuiz\data\textures\corsair\blimp_gloss.jpg"\r
1066                                 *MAP_TYPE Screen\r
1067                                 *UVW_U_OFFSET 0.0000\r
1068                                 *UVW_V_OFFSET 0.0000\r
1069                                 *UVW_U_TILING 1.0000\r
1070                                 *UVW_V_TILING 1.0000\r
1071                                 *UVW_ANGLE 0.0000\r
1072                                 *UVW_BLUR 1.0000\r
1073                                 *UVW_BLUR_OFFSET 0.0000\r
1074                                 *UVW_NOUSE_AMT 1.0000\r
1075                                 *UVW_NOISE_SIZE 1.0000\r
1076                                 *UVW_NOISE_LEVEL 1\r
1077                                 *UVW_NOISE_PHASE 0.0000\r
1078                                 *BITMAP_FILTER Pyramidal\r
1079                         }\r
1080                         *MAP_BUMP {\r
1081                                 *MAP_NAME "Map #3"\r
1082                                 *MAP_CLASS "Bitmap"\r
1083                                 *MAP_SUBNO 8\r
1084                                 *MAP_AMOUNT 1.0000\r
1085                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
1086                                 *MAP_TYPE Screen\r
1087                                 *UVW_U_OFFSET 0.0000\r
1088                                 *UVW_V_OFFSET 0.0000\r
1089                                 *UVW_U_TILING 1.0000\r
1090                                 *UVW_V_TILING 1.0000\r
1091                                 *UVW_ANGLE 0.0000\r
1092                                 *UVW_BLUR 1.0000\r
1093                                 *UVW_BLUR_OFFSET 0.0000\r
1094                                 *UVW_NOUSE_AMT 1.0000\r
1095                                 *UVW_NOISE_SIZE 1.0000\r
1096                                 *UVW_NOISE_LEVEL 1\r
1097                                 *UVW_NOISE_PHASE 0.0000\r
1098                                 *BITMAP_FILTER Pyramidal\r
1099                         }\r
1100                 }\r
1101                 *SUBMATERIAL 5 {\r
1102                         *MATERIAL_NAME "textures/corsair/wall"\r
1103                         *MATERIAL_CLASS "Standard"\r
1104                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1105                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1106                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1107                         *MATERIAL_SHINE 0.1000\r
1108                         *MATERIAL_SHINESTRENGTH 0.0000\r
1109                         *MATERIAL_TRANSPARENCY 0.0000\r
1110                         *MATERIAL_WIRESIZE 1.0000\r
1111                         *MATERIAL_SHADING Blinn\r
1112                         *MATERIAL_XP_FALLOFF 0.0000\r
1113                         *MATERIAL_SELFILLUM 0.0000\r
1114                         *MATERIAL_FALLOFF In\r
1115                         *MATERIAL_XP_TYPE Filter\r
1116                         *MAP_DIFFUSE {\r
1117                                 *MAP_NAME "Map #1"\r
1118                                 *MAP_CLASS "Bitmap"\r
1119                                 *MAP_SUBNO 1\r
1120                                 *MAP_AMOUNT 1.0000\r
1121                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall.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_SHINE {\r
1137                                 *MAP_NAME "Map #2"\r
1138                                 *MAP_CLASS "Bitmap"\r
1139                                 *MAP_SUBNO 3\r
1140                                 *MAP_AMOUNT 1.0000\r
1141                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall_gloss.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                         *MAP_BUMP {\r
1157                                 *MAP_NAME "Map #10"\r
1158                                 *MAP_CLASS "Bitmap"\r
1159                                 *MAP_SUBNO 8\r
1160                                 *MAP_AMOUNT 1.0000\r
1161                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\wall_bump.jpg"\r
1162                                 *MAP_TYPE Screen\r
1163                                 *UVW_U_OFFSET 0.0000\r
1164                                 *UVW_V_OFFSET 0.0000\r
1165                                 *UVW_U_TILING 1.0000\r
1166                                 *UVW_V_TILING 1.0000\r
1167                                 *UVW_ANGLE 0.0000\r
1168                                 *UVW_BLUR 1.0000\r
1169                                 *UVW_BLUR_OFFSET 0.0000\r
1170                                 *UVW_NOUSE_AMT 1.0000\r
1171                                 *UVW_NOISE_SIZE 1.0000\r
1172                                 *UVW_NOISE_LEVEL 1\r
1173                                 *UVW_NOISE_PHASE 0.0000\r
1174                                 *BITMAP_FILTER Pyramidal\r
1175                         }\r
1176                 }\r
1177         }\r
1178         *MATERIAL 10 {\r
1179                 *MATERIAL_NAME "Material #1242"\r
1180                 *MATERIAL_CLASS "Multi/Sub-Object"\r
1181                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1182                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1183                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1184                 *MATERIAL_SHINE 0.1000\r
1185                 *MATERIAL_SHINESTRENGTH 0.0000\r
1186                 *MATERIAL_TRANSPARENCY 0.0000\r
1187                 *MATERIAL_WIRESIZE 1.0000\r
1188                 *NUMSUBMTLS 3\r
1189                 *SUBMATERIAL 0 {\r
1190                         *MATERIAL_NAME "textures/corsair/metalblack"\r
1191                         *MATERIAL_CLASS "Standard"\r
1192                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1193                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1194                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1195                         *MATERIAL_SHINE 0.1000\r
1196                         *MATERIAL_SHINESTRENGTH 0.0000\r
1197                         *MATERIAL_TRANSPARENCY 0.0000\r
1198                         *MATERIAL_WIRESIZE 1.0000\r
1199                         *MATERIAL_SHADING Blinn\r
1200                         *MATERIAL_XP_FALLOFF 0.0000\r
1201                         *MATERIAL_SELFILLUM 0.0000\r
1202                         *MATERIAL_FALLOFF In\r
1203                         *MATERIAL_XP_TYPE Filter\r
1204                         *MAP_DIFFUSE {\r
1205                                 *MAP_NAME "Map #12"\r
1206                                 *MAP_CLASS "Bitmap"\r
1207                                 *MAP_SUBNO 1\r
1208                                 *MAP_AMOUNT 1.0000\r
1209                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack.jpg"\r
1210                                 *MAP_TYPE Screen\r
1211                                 *UVW_U_OFFSET 0.0000\r
1212                                 *UVW_V_OFFSET 0.0000\r
1213                                 *UVW_U_TILING 1.0000\r
1214                                 *UVW_V_TILING 1.0000\r
1215                                 *UVW_ANGLE 0.0000\r
1216                                 *UVW_BLUR 1.0000\r
1217                                 *UVW_BLUR_OFFSET 0.0000\r
1218                                 *UVW_NOUSE_AMT 1.0000\r
1219                                 *UVW_NOISE_SIZE 1.0000\r
1220                                 *UVW_NOISE_LEVEL 1\r
1221                                 *UVW_NOISE_PHASE 0.0000\r
1222                                 *BITMAP_FILTER Pyramidal\r
1223                         }\r
1224                         *MAP_SHINE {\r
1225                                 *MAP_NAME "Map #13"\r
1226                                 *MAP_CLASS "Bitmap"\r
1227                                 *MAP_SUBNO 3\r
1228                                 *MAP_AMOUNT 1.0000\r
1229                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\metalblack_gloss.jpg"\r
1230                                 *MAP_TYPE Screen\r
1231                                 *UVW_U_OFFSET 0.0000\r
1232                                 *UVW_V_OFFSET 0.0000\r
1233                                 *UVW_U_TILING 1.0000\r
1234                                 *UVW_V_TILING 1.0000\r
1235                                 *UVW_ANGLE 0.0000\r
1236                                 *UVW_BLUR 1.0000\r
1237                                 *UVW_BLUR_OFFSET 0.0000\r
1238                                 *UVW_NOUSE_AMT 1.0000\r
1239                                 *UVW_NOISE_SIZE 1.0000\r
1240                                 *UVW_NOISE_LEVEL 1\r
1241                                 *UVW_NOISE_PHASE 0.0000\r
1242                                 *BITMAP_FILTER Pyramidal\r
1243                         }\r
1244                 }\r
1245                 *SUBMATERIAL 1 {\r
1246                         *MATERIAL_NAME "textures/corsair/blimp"\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 #1"\r
1262                                 *MAP_CLASS "Bitmap"\r
1263                                 *MAP_SUBNO 1\r
1264                                 *MAP_AMOUNT 1.0000\r
1265                                 *BITMAP "F:\nexuiz-251\Nexuiz\data\textures\corsair\blimp.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 #2"\r
1282                                 *MAP_CLASS "Bitmap"\r
1283                                 *MAP_SUBNO 3\r
1284                                 *MAP_AMOUNT 1.0000\r
1285                                 *BITMAP "F:\nexuiz-251\Nexuiz\data\textures\corsair\blimp_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                         *MAP_BUMP {\r
1301                                 *MAP_NAME "Map #3"\r
1302                                 *MAP_CLASS "Bitmap"\r
1303                                 *MAP_SUBNO 8\r
1304                                 *MAP_AMOUNT 1.0000\r
1305                                 *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\blimp_bump.jpg"\r
1306                                 *MAP_TYPE Screen\r
1307                                 *UVW_U_OFFSET 0.0000\r
1308                                 *UVW_V_OFFSET 0.0000\r
1309                                 *UVW_U_TILING 1.0000\r
1310                                 *UVW_V_TILING 1.0000\r
1311                                 *UVW_ANGLE 0.0000\r
1312                                 *UVW_BLUR 1.0000\r
1313                                 *UVW_BLUR_OFFSET 0.0000\r
1314                                 *UVW_NOUSE_AMT 1.0000\r
1315                                 *UVW_NOISE_SIZE 1.0000\r
1316                                 *UVW_NOISE_LEVEL 1\r
1317                                 *UVW_NOISE_PHASE 0.0000\r
1318                                 *BITMAP_FILTER Pyramidal\r
1319                         }\r
1320                 }\r
1321                 *SUBMATERIAL 2 {\r
1322                         *MATERIAL_NAME "textures/corsair/rust"\r
1323                         *MATERIAL_CLASS "Standard"\r
1324                         *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1325                         *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1326                         *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1327                         *MATERIAL_SHINE 0.1000\r
1328                         *MATERIAL_SHINESTRENGTH 0.0000\r
1329                         *MATERIAL_TRANSPARENCY 0.0000\r
1330                         *MATERIAL_WIRESIZE 1.0000\r
1331                         *MATERIAL_SHADING Blinn\r
1332                         *MATERIAL_XP_FALLOFF 0.0000\r
1333                         *MATERIAL_SELFILLUM 0.0000\r
1334                         *MATERIAL_FALLOFF In\r
1335                         *MATERIAL_XP_TYPE Filter\r
1336                         *MAP_DIFFUSE {\r
1337                                 *MAP_NAME "Map #1"\r
1338                                 *MAP_CLASS "Bitmap"\r
1339                                 *MAP_SUBNO 1\r
1340                                 *MAP_AMOUNT 1.0000\r
1341                                 *BITMAP "F:\nexuiz-251\Nexuiz\data\textures\corsair\rust.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_SHINE {\r
1357                                 *MAP_NAME "Map #2"\r
1358                                 *MAP_CLASS "Bitmap"\r
1359                                 *MAP_SUBNO 3\r
1360                                 *MAP_AMOUNT 1.0000\r
1361                                 *BITMAP "F:\nexuiz-251\Nexuiz\data\textures\corsair\rust_gloss.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         }\r
1378         *MATERIAL 11 {\r
1379                 *MATERIAL_NAME "textures/corsair/sailred"\r
1380                 *MATERIAL_CLASS "Standard"\r
1381                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
1382                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
1383                 *MATERIAL_SPECULAR 0.9000       0.9000  0.9000\r
1384                 *MATERIAL_SHINE 0.1000\r
1385                 *MATERIAL_SHINESTRENGTH 0.0000\r
1386                 *MATERIAL_TRANSPARENCY 0.0000\r
1387                 *MATERIAL_WIRESIZE 1.0000\r
1388                 *MATERIAL_SHADING Blinn\r
1389                 *MATERIAL_XP_FALLOFF 0.0000\r
1390                 *MATERIAL_SELFILLUM 0.0000\r
1391                 *MATERIAL_FALLOFF In\r
1392                 *MATERIAL_XP_TYPE Filter\r
1393                 *MAP_DIFFUSE {\r
1394                         *MAP_NAME "Map #11"\r
1395                         *MAP_CLASS "Bitmap"\r
1396                         *MAP_SUBNO 1\r
1397                         *MAP_AMOUNT 1.0000\r
1398                         *BITMAP "D:\Angels Fall First\Workshop\Nexuiz Maps\corsair\textures\sailred.jpg"\r
1399                         *MAP_TYPE Screen\r
1400                         *UVW_U_OFFSET 0.0000\r
1401                         *UVW_V_OFFSET 0.0000\r
1402                         *UVW_U_TILING 1.0000\r
1403                         *UVW_V_TILING 1.0000\r
1404                         *UVW_ANGLE 0.0000\r
1405                         *UVW_BLUR 1.0000\r
1406                         *UVW_BLUR_OFFSET 0.0000\r
1407                         *UVW_NOUSE_AMT 1.0000\r
1408                         *UVW_NOISE_SIZE 1.0000\r
1409                         *UVW_NOISE_LEVEL 1\r
1410                         *UVW_NOISE_PHASE 0.0000\r
1411                         *BITMAP_FILTER Pyramidal\r
1412                 }\r
1413         }\r
1414 }\r
1415 *GEOMOBJECT {\r
1416         *NODE_NAME "sailblue1"\r
1417         *NODE_TM {\r
1418                 *NODE_NAME "sailblue1"\r
1419                 *INHERIT_POS 0 0 0\r
1420                 *INHERIT_ROT 0 0 0\r
1421                 *INHERIT_SCL 0 0 0\r
1422                 *TM_ROW0 -12.0624       0.0000  0.0000\r
1423                 *TM_ROW1 -0.0000        -13.4708        0.0000\r
1424                 *TM_ROW2 0.0000 0.0000  2.2284\r
1425                 *TM_ROW3 0.0000 -377.1829       0.0000\r
1426                 *TM_POS 0.0000  -377.1829       0.0000\r
1427                 *TM_ROTAXIS -0.0000     -0.0000 -1.0000\r
1428                 *TM_ROTANGLE 3.1416\r
1429                 *TM_SCALE 12.0624       13.4708 2.2284\r
1430                 *TM_SCALEAXIS 0.0000    0.0000  0.0000\r
1431                 *TM_SCALEAXISANG 0.0000\r
1432         }\r
1433         *MESH {\r
1434                 *TIMEVALUE 0\r
1435                 *MESH_NUMVERTEX 24\r
1436                 *MESH_NUMFACES 44\r
1437                 *MESH_VERTEX_LIST {\r
1438                         *MESH_VERTEX    0       -255.6529       87.3265 190.3442\r
1439                         *MESH_VERTEX    1       282.0347        -96.7088        113.9417\r
1440                         *MESH_VERTEX    2       -255.4225       87.9595 190.7331\r
1441                         *MESH_VERTEX    3       282.3606        -95.8136        114.4917\r
1442                         *MESH_VERTEX    4       -255.5693       87.5564 571.5934\r
1443                         *MESH_VERTEX    5       282.1530        -96.3837        653.1884\r
1444                         *MESH_VERTEX    6       -255.3472       88.1664 571.5298\r
1445                         *MESH_VERTEX    7       282.4671        -95.5208        653.0984\r
1446                         *MESH_VERTEX    8       -266.4185       57.7483 257.8513\r
1447                         *MESH_VERTEX    9       266.8077        -138.5449       209.4252\r
1448                         *MESH_VERTEX   10       267.1497        -137.6053       209.8640\r
1449                         *MESH_VERTEX   11       -266.1767       58.4126 258.1616\r
1450                         *MESH_VERTEX   12       -273.6176       37.9689 332.5083\r
1451                         *MESH_VERTEX   13       256.6250        -166.5212       315.0215\r
1452                         *MESH_VERTEX   14       256.9740        -165.5626       315.3372\r
1453                         *MESH_VERTEX   15       -273.3709       38.6467 332.7315\r
1454                         *MESH_VERTEX   16       -275.2519       33.4788 405.2088\r
1455                         *MESH_VERTEX   17       254.3135        -172.8722       417.8506\r
1456                         *MESH_VERTEX   18       254.6600        -171.9201       418.0348\r
1457                         *MESH_VERTEX   19       -275.0069       34.1519 405.3390\r
1458                         *MESH_VERTEX   20       -268.1382       53.0235 488.0121\r
1459                         *MESH_VERTEX   21       264.3753        -145.2278       534.9694\r
1460                         *MESH_VERTEX   22       264.7101        -144.3079       535.0171\r
1461                         *MESH_VERTEX   23       -267.9015       53.6738 488.0458\r
1462                 }\r
1463                 *MESH_FACE_LIST {\r
1464                         *MESH_FACE    0:    A:    0 B:    2 C:    3 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1465                         *MESH_FACE    1:    A:    3 B:    1 C:    0 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1466                         *MESH_FACE    2:    A:    4 B:    5 C:    7 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 4\r
1467                         *MESH_FACE    3:    A:    7 B:    6 C:    4 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 2      *MESH_MTLID 4\r
1468                         *MESH_FACE    4:    A:    0 B:    1 C:    9 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1469                         *MESH_FACE    5:    A:    9 B:    8 C:    0 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1470                         *MESH_FACE    6:    A:    8 B:    9 C:   13 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1471                         *MESH_FACE    7:    A:   13 B:   12 C:    8 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1472                         *MESH_FACE    8:    A:   12 B:   13 C:   17 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1473                         *MESH_FACE    9:    A:   17 B:   16 C:   12 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1474                         *MESH_FACE   10:    A:   16 B:   17 C:   21 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1475                         *MESH_FACE   11:    A:   21 B:   20 C:   16 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1476                         *MESH_FACE   12:    A:   20 B:   21 C:    5 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1477                         *MESH_FACE   13:    A:    5 B:    4 C:   20 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 3      *MESH_MTLID 4\r
1478                         *MESH_FACE   14:    A:    1 B:    3 C:   10 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1479                         *MESH_FACE   15:    A:   10 B:    9 C:    1 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1480                         *MESH_FACE   16:    A:    9 B:   10 C:   14 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1481                         *MESH_FACE   17:    A:   14 B:   13 C:    9 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1482                         *MESH_FACE   18:    A:   13 B:   14 C:   18 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1483                         *MESH_FACE   19:    A:   18 B:   17 C:   13 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1484                         *MESH_FACE   20:    A:   17 B:   18 C:   22 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1485                         *MESH_FACE   21:    A:   22 B:   21 C:   17 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1486                         *MESH_FACE   22:    A:   21 B:   22 C:    7 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1487                         *MESH_FACE   23:    A:    7 B:    5 C:   21 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1488                         *MESH_FACE   24:    A:    3 B:    2 C:   11 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1489                         *MESH_FACE   25:    A:   11 B:   10 C:    3 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1490                         *MESH_FACE   26:    A:   10 B:   11 C:   15 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1491                         *MESH_FACE   27:    A:   15 B:   14 C:   10 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1492                         *MESH_FACE   28:    A:   14 B:   15 C:   19 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1493                         *MESH_FACE   29:    A:   19 B:   18 C:   14 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1494                         *MESH_FACE   30:    A:   18 B:   19 C:   23 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1495                         *MESH_FACE   31:    A:   23 B:   22 C:   18 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1496                         *MESH_FACE   32:    A:   22 B:   23 C:    6 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1497                         *MESH_FACE   33:    A:    6 B:    7 C:   22 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 1      *MESH_MTLID 4\r
1498                         *MESH_FACE   34:    A:    2 B:    0 C:    8 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1499                         *MESH_FACE   35:    A:    8 B:   11 C:    2 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1500                         *MESH_FACE   36:    A:   11 B:    8 C:   12 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1501                         *MESH_FACE   37:    A:   12 B:   15 C:   11 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1502                         *MESH_FACE   38:    A:   15 B:   12 C:   16 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1503                         *MESH_FACE   39:    A:   16 B:   19 C:   15 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1504                         *MESH_FACE   40:    A:   19 B:   16 C:   20 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1505                         *MESH_FACE   41:    A:   20 B:   23 C:   19 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1506                         *MESH_FACE   42:    A:   23 B:   20 C:    4 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1507                         *MESH_FACE   43:    A:    4 B:    6 C:   23 AB:    1 BC:    1 CA:    0   *MESH_SMOOTHING 4      *MESH_MTLID 4\r
1508                 }\r
1509                 *MESH_NUMTVERTEX 56\r
1510                 *MESH_TVERTLIST {\r
1511                         *MESH_TVERT 0   1.0000  0.0000  0.0000\r
1512                         *MESH_TVERT 1   0.0000  0.0000  0.0000\r
1513                         *MESH_TVERT 2   1.0000  1.0000  0.0000\r
1514                         *MESH_TVERT 3   0.0000  1.0000  0.0000\r
1515                         *MESH_TVERT 4   0.0000  0.0000  0.0000\r
1516                         *MESH_TVERT 5   1.0000  0.0000  0.0000\r
1517                         *MESH_TVERT 6   0.0000  1.0000  0.0000\r
1518                         *MESH_TVERT 7   1.0000  1.0000  0.0000\r
1519                         *MESH_TVERT 8   0.0000  0.0000  0.0000\r
1520                         *MESH_TVERT 9   1.0000  0.0000  0.0000\r
1521                         *MESH_TVERT 10  0.0000  0.2000  0.0000\r
1522                         *MESH_TVERT 11  1.0000  0.2000  0.0000\r
1523                         *MESH_TVERT 12  0.0000  0.4000  0.0000\r
1524                         *MESH_TVERT 13  1.0000  0.4000  0.0000\r
1525                         *MESH_TVERT 14  0.0000  0.6000  0.0000\r
1526                         *MESH_TVERT 15  1.0000  0.6000  0.0000\r
1527                         *MESH_TVERT 16  0.0000  0.8000  0.0000\r
1528                         *MESH_TVERT 17  1.0000  0.8000  0.0000\r
1529                         *MESH_TVERT 18  0.0000  1.0000  0.0000\r
1530                         *MESH_TVERT 19  1.0000  1.0000  0.0000\r
1531                         *MESH_TVERT 20  0.0000  0.0000  0.0000\r
1532                         *MESH_TVERT 21  1.0000  0.0000  0.0000\r
1533                         *MESH_TVERT 22  0.0000  0.2000  0.0000\r
1534                         *MESH_TVERT 23  1.0000  0.2000  0.0000\r
1535                         *MESH_TVERT 24  0.0000  0.4000  0.0000\r
1536                         *MESH_TVERT 25  1.0000  0.4000  0.0000\r
1537                         *MESH_TVERT 26  0.0000  0.6000  0.0000\r
1538                         *MESH_TVERT 27  1.0000  0.6000  0.0000\r
1539                         *MESH_TVERT 28  0.0000  0.8000  0.0000\r
1540                         *MESH_TVERT 29  1.0000  0.8000  0.0000\r
1541                         *MESH_TVERT 30  0.0000  1.0000  0.0000\r
1542                         *MESH_TVERT 31  1.0000  1.0000  0.0000\r
1543                         *MESH_TVERT 32  0.0000  0.0000  0.0000\r
1544                         *MESH_TVERT 33  1.0000  0.0000  0.0000\r
1545                         *MESH_TVERT 34  0.0000  0.2000  0.0000\r
1546                         *MESH_TVERT 35  1.0000  0.2000  0.0000\r
1547                         *MESH_TVERT 36  0.0000  0.4000  0.0000\r
1548                         *MESH_TVERT 37  1.0000  0.4000  0.0000\r
1549                         *MESH_TVERT 38  0.0000  0.6000  0.0000\r
1550                         *MESH_TVERT 39  1.0000  0.6000  0.0000\r
1551                         *MESH_TVERT 40  0.0000  0.8000  0.0000\r
1552                         *MESH_TVERT 41  1.0000  0.8000  0.0000\r
1553                         *MESH_TVERT 42  0.0000  1.0000  0.0000\r
1554                         *MESH_TVERT 43  1.0000  1.0000  0.0000\r
1555                         *MESH_TVERT 44  0.0000  0.0000  0.0000\r
1556                         *MESH_TVERT 45  1.0000  0.0000  0.0000\r
1557                         *MESH_TVERT 46  0.0000  0.2000  0.0000\r
1558                         *MESH_TVERT 47  1.0000  0.2000  0.0000\r
1559                         *MESH_TVERT 48  0.0000  0.4000  0.0000\r
1560                         *MESH_TVERT 49  1.0000  0.4000  0.0000\r
1561                         *MESH_TVERT 50  0.0000  0.6000  0.0000\r
1562                         *MESH_TVERT 51  1.0000  0.6000  0.0000\r
1563                         *MESH_TVERT 52  0.0000  0.8000  0.0000\r
1564                         *MESH_TVERT 53  1.0000  0.8000  0.0000\r
1565                         *MESH_TVERT 54  0.0000  1.0000  0.0000\r
1566                         *MESH_TVERT 55  1.0000  1.0000  0.0000\r
1567                 }\r
1568                 *MESH_NUMTVFACES 44\r
1569                 *MESH_TFACELIST {\r
1570                         *MESH_TFACE 0   0       2       3\r
1571                         *MESH_TFACE 1   3       1       0\r
1572                         *MESH_TFACE 2   4       5       7\r
1573                         *MESH_TFACE 3   7       6       4\r
1574                         *MESH_TFACE 4   8       9       11\r
1575                         *MESH_TFACE 5   11      10      8\r
1576                         *MESH_TFACE 6   10      11      13\r
1577                         *MESH_TFACE 7   13      12      10\r
1578                         *MESH_TFACE 8   12      13      15\r
1579                         *MESH_TFACE 9   15      14      12\r
1580                         *MESH_TFACE 10  14      15      17\r
1581                         *MESH_TFACE 11  17      16      14\r
1582                         *MESH_TFACE 12  16      17      19\r
1583                         *MESH_TFACE 13  19      18      16\r
1584                         *MESH_TFACE 14  20      21      23\r
1585                         *MESH_TFACE 15  23      22      20\r
1586                         *MESH_TFACE 16  22      23      25\r
1587                         *MESH_TFACE 17  25      24      22\r
1588                         *MESH_TFACE 18  24      25      27\r
1589                         *MESH_TFACE 19  27      26      24\r
1590                         *MESH_TFACE 20  26      27      29\r
1591                         *MESH_TFACE 21  29      28      26\r
1592                         *MESH_TFACE 22  28      29      31\r
1593                         *MESH_TFACE 23  31      30      28\r
1594                         *MESH_TFACE 24  32      33      35\r
1595                         *MESH_TFACE 25  35      34      32\r
1596                         *MESH_TFACE 26  34      35      37\r
1597                         *MESH_TFACE 27  37      36      34\r
1598                         *MESH_TFACE 28  36      37      39\r
1599                         *MESH_TFACE 29  39      38      36\r
1600                         *MESH_TFACE 30  38      39      41\r
1601                         *MESH_TFACE 31  41      40      38\r
1602                         *MESH_TFACE 32  40      41      43\r
1603                         *MESH_TFACE 33  43      42      40\r
1604                         *MESH_TFACE 34  44      45      47\r
1605                         *MESH_TFACE 35  47      46      44\r
1606                         *MESH_TFACE 36  46      47      49\r
1607                         *MESH_TFACE 37  49      48      46\r
1608                         *MESH_TFACE 38  48      49      51\r
1609                         *MESH_TFACE 39  51      50      48\r
1610                         *MESH_TFACE 40  50      51      53\r
1611                         *MESH_TFACE 41  53      52      50\r
1612                         *MESH_TFACE 42  52      53      55\r
1613                         *MESH_TFACE 43  55      54      52\r
1614                 }\r
1615                 *MESH_NUMCVERTEX 0\r
1616                 *MESH_NORMALS {\r
1617                         *MESH_FACENORMAL 0      -0.0880 -0.9594 -0.2679\r
1618                                 *MESH_VERTEXNORMAL 0    -0.0880 -0.9594 -0.2679\r
1619                                 *MESH_VERTEXNORMAL 2    -0.2222 -0.9701 -0.0973\r
1620                                 *MESH_VERTEXNORMAL 3    -0.2222 -0.9701 -0.0973\r
1621                         *MESH_FACENORMAL 1      -0.0880 -0.9594 -0.2679\r
1622                                 *MESH_VERTEXNORMAL 3    -0.2222 -0.9701 -0.0973\r
1623                                 *MESH_VERTEXNORMAL 1    -0.0880 -0.9594 -0.2679\r
1624                                 *MESH_VERTEXNORMAL 0    -0.0880 -0.9594 -0.2679\r
1625                         *MESH_FACENORMAL 2      0.3906  -0.5990 0.6990\r
1626                                 *MESH_VERTEXNORMAL 4    0.3905  -0.5992 0.6989\r
1627                                 *MESH_VERTEXNORMAL 5    0.3906  -0.5990 0.6990\r
1628                                 *MESH_VERTEXNORMAL 7    0.3905  -0.5992 0.6989\r
1629                         *MESH_FACENORMAL 3      0.3903  -0.5994 0.6988\r
1630                                 *MESH_VERTEXNORMAL 7    0.3905  -0.5992 0.6989\r
1631                                 *MESH_VERTEXNORMAL 6    0.3903  -0.5994 0.6988\r
1632                                 *MESH_VERTEXNORMAL 4    0.3905  -0.5992 0.6989\r
1633                         *MESH_FACENORMAL 4      0.3465  0.9348  -0.0780\r
1634                                 *MESH_VERTEXNORMAL 0    0.3465  0.9348  -0.0780\r
1635                                 *MESH_VERTEXNORMAL 1    0.3465  0.9348  -0.0780\r
1636                                 *MESH_VERTEXNORMAL 9    0.3422  0.9372  -0.0677\r
1637                         *MESH_FACENORMAL 5      0.3465  0.9348  -0.0780\r
1638                                 *MESH_VERTEXNORMAL 9    0.3422  0.9372  -0.0677\r
1639                                 *MESH_VERTEXNORMAL 8    0.3379  0.9394  -0.0575\r
1640                                 *MESH_VERTEXNORMAL 0    0.3465  0.9348  -0.0780\r
1641                         *MESH_FACENORMAL 6      0.3336  0.9415  -0.0472\r
1642                                 *MESH_VERTEXNORMAL 8    0.3379  0.9394  -0.0575\r
1643                                 *MESH_VERTEXNORMAL 9    0.3422  0.9372  -0.0677\r
1644                                 *MESH_VERTEXNORMAL 13   0.3318  0.9427  -0.0351\r
1645                         *MESH_FACENORMAL 7      0.3336  0.9415  -0.0472\r
1646                                 *MESH_VERTEXNORMAL 13   0.3318  0.9427  -0.0351\r
1647                                 *MESH_VERTEXNORMAL 12   0.3300  0.9437  -0.0231\r
1648                                 *MESH_VERTEXNORMAL 8    0.3379  0.9394  -0.0575\r
1649                         *MESH_FACENORMAL 8      0.3282  0.9446  -0.0110\r
1650                                 *MESH_VERTEXNORMAL 12   0.3300  0.9437  -0.0231\r
1651                                 *MESH_VERTEXNORMAL 13   0.3318  0.9427  -0.0351\r
1652                                 *MESH_VERTEXNORMAL 17   0.3302  0.9439  0.0067\r
1653                         *MESH_FACENORMAL 9      0.3282  0.9446  -0.0110\r
1654                                 *MESH_VERTEXNORMAL 17   0.3302  0.9439  0.0067\r
1655                                 *MESH_VERTEXNORMAL 16   0.3322  0.9429  0.0244\r
1656                                 *MESH_VERTEXNORMAL 12   0.3300  0.9437  -0.0231\r
1657                         *MESH_FACENORMAL 10     0.3340  0.9416  0.0421\r
1658                                 *MESH_VERTEXNORMAL 16   0.3322  0.9429  0.0244\r
1659                                 *MESH_VERTEXNORMAL 17   0.3302  0.9439  0.0067\r
1660                                 *MESH_VERTEXNORMAL 21   0.3383  0.9396  0.0526\r
1661                         *MESH_FACENORMAL 11     0.3340  0.9416  0.0421\r
1662                                 *MESH_VERTEXNORMAL 21   0.3383  0.9396  0.0526\r
1663                                 *MESH_VERTEXNORMAL 20   0.3426  0.9374  0.0631\r
1664                                 *MESH_VERTEXNORMAL 16   0.3322  0.9429  0.0244\r
1665                         *MESH_FACENORMAL 12     0.3468  0.9350  0.0735\r
1666                                 *MESH_VERTEXNORMAL 20   0.3426  0.9374  0.0631\r
1667                                 *MESH_VERTEXNORMAL 21   0.3383  0.9396  0.0526\r
1668                                 *MESH_VERTEXNORMAL 5    0.3468  0.9350  0.0735\r
1669                         *MESH_FACENORMAL 13     0.3468  0.9350  0.0735\r
1670                                 *MESH_VERTEXNORMAL 5    0.3468  0.9350  0.0735\r
1671                                 *MESH_VERTEXNORMAL 4    0.3468  0.9350  0.0735\r
1672                                 *MESH_VERTEXNORMAL 20   0.3426  0.9374  0.0631\r
1673                         *MESH_FACENORMAL 14     -0.9264 0.3766  -0.0000\r
1674                                 *MESH_VERTEXNORMAL 1    -0.9264 0.3766  -0.0000\r
1675                                 *MESH_VERTEXNORMAL 3    -0.9264 0.3766  -0.0000\r
1676                                 *MESH_VERTEXNORMAL 10   -0.9264 0.3766  -0.0000\r
1677                         *MESH_FACENORMAL 15     -0.9264 0.3765  0.0000\r
1678                                 *MESH_VERTEXNORMAL 10   -0.9264 0.3766  -0.0000\r
1679                                 *MESH_VERTEXNORMAL 9    -0.9264 0.3766  0.0000\r
1680                                 *MESH_VERTEXNORMAL 1    -0.9264 0.3766  -0.0000\r
1681                         *MESH_FACENORMAL 16     -0.9264 0.3765  0.0000\r
1682                                 *MESH_VERTEXNORMAL 9    -0.9264 0.3766  0.0000\r
1683                                 *MESH_VERTEXNORMAL 10   -0.9264 0.3766  -0.0000\r
1684                                 *MESH_VERTEXNORMAL 14   -0.9264 0.3766  -0.0000\r
1685                         *MESH_FACENORMAL 17     -0.9264 0.3766  -0.0000\r
1686                                 *MESH_VERTEXNORMAL 14   -0.9264 0.3766  -0.0000\r
1687                                 *MESH_VERTEXNORMAL 13   -0.9264 0.3766  -0.0000\r
1688                                 *MESH_VERTEXNORMAL 9    -0.9264 0.3766  0.0000\r
1689                         *MESH_FACENORMAL 18     -0.9264 0.3766  -0.0000\r
1690                                 *MESH_VERTEXNORMAL 13   -0.9264 0.3766  -0.0000\r
1691                                 *MESH_VERTEXNORMAL 14   -0.9264 0.3766  -0.0000\r
1692                                 *MESH_VERTEXNORMAL 18   -0.9264 0.3766  -0.0000\r
1693                         *MESH_FACENORMAL 19     -0.9264 0.3765  0.0000\r
1694                                 *MESH_VERTEXNORMAL 18   -0.9264 0.3766  -0.0000\r
1695                                 *MESH_VERTEXNORMAL 17   -0.9264 0.3765  -0.0000\r
1696                                 *MESH_VERTEXNORMAL 13   -0.9264 0.3766  -0.0000\r
1697                         *MESH_FACENORMAL 20     -0.9264 0.3765  -0.0000\r
1698                                 *MESH_VERTEXNORMAL 17   -0.9264 0.3765  -0.0000\r
1699                                 *MESH_VERTEXNORMAL 18   -0.9264 0.3766  -0.0000\r
1700                                 *MESH_VERTEXNORMAL 22   -0.9264 0.3765  -0.0000\r
1701                         *MESH_FACENORMAL 21     -0.9264 0.3765  -0.0000\r
1702                                 *MESH_VERTEXNORMAL 22   -0.9264 0.3765  -0.0000\r
1703                                 *MESH_VERTEXNORMAL 21   -0.9264 0.3766  0.0000\r
1704                                 *MESH_VERTEXNORMAL 17   -0.9264 0.3765  -0.0000\r
1705                         *MESH_FACENORMAL 22     -0.9264 0.3765  -0.0000\r
1706                                 *MESH_VERTEXNORMAL 21   -0.9264 0.3766  0.0000\r
1707                                 *MESH_VERTEXNORMAL 22   -0.9264 0.3765  -0.0000\r
1708                                 *MESH_VERTEXNORMAL 7    -0.9264 0.3766  0.0000\r
1709                         *MESH_FACENORMAL 23     -0.9264 0.3766  0.0000\r
1710                                 *MESH_VERTEXNORMAL 7    -0.9264 0.3766  0.0000\r
1711                                 *MESH_VERTEXNORMAL 5    -0.9264 0.3766  0.0000\r
1712                                 *MESH_VERTEXNORMAL 21   -0.9264 0.3766  0.0000\r
1713                         *MESH_FACENORMAL 24     -0.3459 -0.9350 0.0780\r
1714                                 *MESH_VERTEXNORMAL 3    -0.2222 -0.9701 -0.0973\r
1715                                 *MESH_VERTEXNORMAL 2    -0.2222 -0.9701 -0.0973\r
1716                                 *MESH_VERTEXNORMAL 11   -0.3417 -0.9374 0.0677\r
1717                         *MESH_FACENORMAL 25     -0.3459 -0.9350 0.0780\r
1718                                 *MESH_VERTEXNORMAL 11   -0.3417 -0.9374 0.0677\r
1719                                 *MESH_VERTEXNORMAL 10   -0.3374 -0.9396 0.0575\r
1720                                 *MESH_VERTEXNORMAL 3    -0.2222 -0.9701 -0.0973\r
1721                         *MESH_FACENORMAL 26     -0.3331 -0.9417 0.0472\r
1722                                 *MESH_VERTEXNORMAL 10   -0.3374 -0.9396 0.0575\r
1723                                 *MESH_VERTEXNORMAL 11   -0.3417 -0.9374 0.0677\r
1724                                 *MESH_VERTEXNORMAL 15   -0.3313 -0.9429 0.0352\r
1725                         *MESH_FACENORMAL 27     -0.3331 -0.9417 0.0472\r
1726                                 *MESH_VERTEXNORMAL 15   -0.3313 -0.9429 0.0352\r
1727                                 *MESH_VERTEXNORMAL 14   -0.3295 -0.9439 0.0231\r
1728                                 *MESH_VERTEXNORMAL 10   -0.3374 -0.9396 0.0575\r
1729                         *MESH_FACENORMAL 28     -0.3277 -0.9447 0.0110\r
1730                                 *MESH_VERTEXNORMAL 14   -0.3295 -0.9439 0.0231\r
1731                                 *MESH_VERTEXNORMAL 15   -0.3313 -0.9429 0.0352\r
1732                                 *MESH_VERTEXNORMAL 19   -0.3298 -0.9440 -0.0067\r
1733                         *MESH_FACENORMAL 29     -0.3277 -0.9447 0.0110\r
1734                                 *MESH_VERTEXNORMAL 19   -0.3298 -0.9440 -0.0067\r
1735                                 *MESH_VERTEXNORMAL 18   -0.3317 -0.9431 -0.0244\r
1736                                 *MESH_VERTEXNORMAL 14   -0.3295 -0.9439 0.0231\r
1737                         *MESH_FACENORMAL 30     -0.3336 -0.9418 -0.0421\r
1738                                 *MESH_VERTEXNORMAL 18   -0.3317 -0.9431 -0.0244\r
1739                                 *MESH_VERTEXNORMAL 19   -0.3298 -0.9440 -0.0067\r
1740                                 *MESH_VERTEXNORMAL 23   -0.3379 -0.9397 -0.0526\r
1741                         *MESH_FACENORMAL 31     -0.3336 -0.9418 -0.0421\r
1742                                 *MESH_VERTEXNORMAL 23   -0.3379 -0.9397 -0.0526\r
1743                                 *MESH_VERTEXNORMAL 22   -0.3422 -0.9375 -0.0631\r
1744                                 *MESH_VERTEXNORMAL 18   -0.3317 -0.9431 -0.0244\r
1745                         *MESH_FACENORMAL 32     -0.3464 -0.9352 -0.0735\r
1746                                 *MESH_VERTEXNORMAL 22   -0.3422 -0.9375 -0.0631\r
1747                                 *MESH_VERTEXNORMAL 23   -0.3379 -0.9397 -0.0526\r
1748                                 *MESH_VERTEXNORMAL 6    -0.3464 -0.9352 -0.0735\r
1749                         *MESH_FACENORMAL 33     -0.3464 -0.9352 -0.0735\r
1750                                 *MESH_VERTEXNORMAL 6    -0.3464 -0.9352 -0.0735\r
1751                                 *MESH_VERTEXNORMAL 7    -0.3464 -0.9352 -0.0735\r
1752                                 *MESH_VERTEXNORMAL 22   -0.3422 -0.9375 -0.0631\r
1753                         *MESH_FACENORMAL 34     0.9264  -0.3765 -0.0000\r
1754                                 *MESH_VERTEXNORMAL 2    0.9264  -0.3765 -0.0000\r
1755                                 *MESH_VERTEXNORMAL 0    0.9264  -0.3765 -0.0000\r
1756                                 *MESH_VERTEXNORMAL 8    0.9264  -0.3765 -0.0000\r
1757                         *MESH_FACENORMAL 35     0.9264  -0.3765 -0.0000\r
1758                                 *MESH_VERTEXNORMAL 8    0.9264  -0.3765 -0.0000\r
1759                                 *MESH_VERTEXNORMAL 11   0.9264  -0.3765 -0.0000\r
1760                                 *MESH_VERTEXNORMAL 2    0.9264  -0.3765 -0.0000\r
1761                         *MESH_FACENORMAL 36     0.9264  -0.3765 -0.0000\r
1762                                 *MESH_VERTEXNORMAL 11   0.9264  -0.3765 -0.0000\r
1763                                 *MESH_VERTEXNORMAL 8    0.9264  -0.3765 -0.0000\r
1764                                 *MESH_VERTEXNORMAL 12   0.9264  -0.3765 -0.0000\r
1765                         *MESH_FACENORMAL 37     0.9264  -0.3765 -0.0000\r
1766                                 *MESH_VERTEXNORMAL 12   0.9264  -0.3765 -0.0000\r
1767                                 *MESH_VERTEXNORMAL 15   0.9264  -0.3765 -0.0000\r
1768                                 *MESH_VERTEXNORMAL 11   0.9264  -0.3765 -0.0000\r
1769                         *MESH_FACENORMAL 38     0.9264  -0.3765 -0.0000\r
1770                                 *MESH_VERTEXNORMAL 15   0.9264  -0.3765 -0.0000\r
1771                                 *MESH_VERTEXNORMAL 12   0.9264  -0.3765 -0.0000\r
1772                                 *MESH_VERTEXNORMAL 16   0.9264  -0.3766 -0.0000\r
1773                         *MESH_FACENORMAL 39     0.9264  -0.3766 0.0000\r
1774                                 *MESH_VERTEXNORMAL 16   0.9264  -0.3766 -0.0000\r
1775                                 *MESH_VERTEXNORMAL 19   0.9264  -0.3766 -0.0000\r
1776                                 *MESH_VERTEXNORMAL 15   0.9264  -0.3765 -0.0000\r
1777                         *MESH_FACENORMAL 40     0.9264  -0.3766 -0.0000\r
1778                                 *MESH_VERTEXNORMAL 19   0.9264  -0.3766 -0.0000\r
1779                                 *MESH_VERTEXNORMAL 16   0.9264  -0.3766 -0.0000\r
1780                                 *MESH_VERTEXNORMAL 20   0.9264  -0.3766 -0.0000\r
1781                         *MESH_FACENORMAL 41     0.9264  -0.3766 -0.0000\r
1782                                 *MESH_VERTEXNORMAL 20   0.9264  -0.3766 -0.0000\r
1783                                 *MESH_VERTEXNORMAL 23   0.9264  -0.3766 -0.0000\r
1784                                 *MESH_VERTEXNORMAL 19   0.9264  -0.3766 -0.0000\r
1785                         *MESH_FACENORMAL 42     0.9264  -0.3766 -0.0000\r
1786                                 *MESH_VERTEXNORMAL 23   0.9264  -0.3766 -0.0000\r
1787                                 *MESH_VERTEXNORMAL 20   0.9264  -0.3766 -0.0000\r
1788                                 *MESH_VERTEXNORMAL 4    0.9264  -0.3766 -0.0000\r
1789                         *MESH_FACENORMAL 43     0.9264  -0.3766 -0.0000\r
1790                                 *MESH_VERTEXNORMAL 4    0.9264  -0.3766 -0.0000\r
1791                                 *MESH_VERTEXNORMAL 6    0.9264  -0.3766 -0.0000\r
1792                                 *MESH_VERTEXNORMAL 23   0.9264  -0.3766 -0.0000\r
1793                 }\r
1794         }\r
1795         *PROP_MOTIONBLUR 0\r
1796         *PROP_CASTSHADOW 1\r
1797         *PROP_RECVSHADOW 1\r
1798         *MATERIAL_REF 8\r
1799 }\r