TestFormatDetection 15 KB

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  1. *3DSMAX_ASCIIEXPORT 200
  2. *COMMENT "AsciiExport-Version 2,00 - Tue May 06 17:12:12 2008"
  3. *SCENE {
  4. *SCENE_FILENAME ""
  5. *SCENE_FIRSTFRAME 0
  6. *SCENE_LASTFRAME 2
  7. *SCENE_FRAMESPEED 30
  8. *SCENE_TICKSPERFRAME 160
  9. *SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
  10. *SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
  11. }
  12. *MATERIAL_LIST {
  13. *MATERIAL_COUNT 5
  14. *MATERIAL 0 {
  15. *MATERIAL_NAME "04 - Default"
  16. *MATERIAL_CLASS "Standard"
  17. *MATERIAL_AMBIENT 0.0941 0.7961 0.0000
  18. *MATERIAL_DIFFUSE 0.7529 0.0000 0.8627
  19. *MATERIAL_SPECULAR 0.1490 0.5333 0.0000
  20. *MATERIAL_SHINE 0.1000
  21. *MATERIAL_SHINESTRENGTH 0.0000
  22. *MATERIAL_TRANSPARENCY 0.0000
  23. *MATERIAL_WIRESIZE 1.0000
  24. *MATERIAL_SHADING Blinn
  25. *MATERIAL_XP_FALLOFF 0.0000
  26. *MATERIAL_SELFILLUM 0.0000
  27. *MATERIAL_FALLOFF In
  28. *MATERIAL_XP_TYPE Filter
  29. }
  30. *MATERIAL 1 {
  31. *MATERIAL_NAME "01 - Default"
  32. *MATERIAL_CLASS "Standard"
  33. *MATERIAL_AMBIENT 0.0000 0.6314 0.6078
  34. *MATERIAL_DIFFUSE 0.4275 0.0000 0.0196
  35. *MATERIAL_SPECULAR 0.3176 0.0000 0.5216
  36. *MATERIAL_SHINE 0.1000
  37. *MATERIAL_SHINESTRENGTH 0.0000
  38. *MATERIAL_TRANSPARENCY 0.0000
  39. *MATERIAL_WIRESIZE 1.0000
  40. *MATERIAL_SHADING Blinn
  41. *MATERIAL_XP_FALLOFF 0.0000
  42. *MATERIAL_SELFILLUM 0.0000
  43. *MATERIAL_FALLOFF In
  44. *MATERIAL_XP_TYPE Filter
  45. *MAP_DIFFUSE {
  46. *MAP_NAME "Map #1"
  47. *MAP_CLASS "Bitmap"
  48. *MAP_SUBNO 1
  49. *MAP_AMOUNT 1.0000
  50. *BITMAP "C:\Dokumente und Einstellungen\MaRius\Desktop\Neuer Ordner (2)\Image Refrences\Beretta_9000_Refrence_01.jpg"
  51. *MAP_TYPE Screen
  52. *UVW_U_OFFSET 0.0000
  53. *UVW_V_OFFSET 0.0000
  54. *UVW_U_TILING 1.0000
  55. *UVW_V_TILING 1.0000
  56. *UVW_ANGLE 0.0000
  57. *UVW_BLUR 1.0000
  58. *UVW_BLUR_OFFSET 0.0000
  59. *UVW_NOUSE_AMT 1.0000
  60. *UVW_NOISE_SIZE 1.0000
  61. *UVW_NOISE_LEVEL 1
  62. *UVW_NOISE_PHASE 0.0000
  63. *BITMAP_FILTER Pyramidal
  64. }
  65. }
  66. *MATERIAL 2 {
  67. *MATERIAL_NAME "05 - Default"
  68. *MATERIAL_CLASS "Standard"
  69. *MATERIAL_AMBIENT 0.3843 0.0000 0.5255
  70. *MATERIAL_DIFFUSE 0.1843 0.2431 0.0000
  71. *MATERIAL_SPECULAR 0.6314 0.1490 0.0000
  72. *MATERIAL_SHINE 0.1000
  73. *MATERIAL_SHINESTRENGTH 0.0000
  74. *MATERIAL_TRANSPARENCY 0.0000
  75. *MATERIAL_WIRESIZE 1.0000
  76. *MATERIAL_SHADING Blinn
  77. *MATERIAL_XP_FALLOFF 0.0000
  78. *MATERIAL_SELFILLUM 0.0000
  79. *MATERIAL_FALLOFF In
  80. *MATERIAL_XP_TYPE Filter
  81. }
  82. *MATERIAL 3 {
  83. *MATERIAL_NAME "03 - Default"
  84. *MATERIAL_CLASS "Standard"
  85. *MATERIAL_AMBIENT 0.0000 0.0784 0.6627
  86. *MATERIAL_DIFFUSE 0.7882 0.4824 0.0000
  87. *MATERIAL_SPECULAR 0.7059 0.0000 0.0000
  88. *MATERIAL_SHINE 0.1000
  89. *MATERIAL_SHINESTRENGTH 0.0000
  90. *MATERIAL_TRANSPARENCY 0.0000
  91. *MATERIAL_WIRESIZE 1.0000
  92. *MATERIAL_SHADING Blinn
  93. *MATERIAL_XP_FALLOFF 0.0000
  94. *MATERIAL_SELFILLUM 0.0000
  95. *MATERIAL_FALLOFF In
  96. *MATERIAL_XP_TYPE Filter
  97. *MAP_SHINESTRENGTH {
  98. *MAP_NAME "Map #2"
  99. *MAP_CLASS "Bitmap"
  100. *MAP_SUBNO 4
  101. *MAP_AMOUNT 1.0000
  102. *BITMAP "C:\Dokumente und Einstellungen\MaRius\Desktop\Neuer Ordner (2)\Image Refrences\Beretta_9000_Refrence_04.jpg"
  103. *MAP_TYPE Screen
  104. *UVW_U_OFFSET 0.0000
  105. *UVW_V_OFFSET 0.0000
  106. *UVW_U_TILING 1.0000
  107. *UVW_V_TILING 1.0000
  108. *UVW_ANGLE 0.0000
  109. *UVW_BLUR 1.0000
  110. *UVW_BLUR_OFFSET 0.0000
  111. *UVW_NOUSE_AMT 1.0000
  112. *UVW_NOISE_SIZE 1.0000
  113. *UVW_NOISE_LEVEL 1
  114. *UVW_NOISE_PHASE 0.0000
  115. *BITMAP_FILTER Pyramidal
  116. }
  117. }
  118. *MATERIAL 4 {
  119. *MATERIAL_NAME "Transparent"
  120. *MATERIAL_CLASS "Standard"
  121. *MATERIAL_AMBIENT 0.0000 0.3176 0.4353
  122. *MATERIAL_DIFFUSE 0.6980 0.0314 0.0000
  123. *MATERIAL_SPECULAR 0.0000 0.6824 0.7451
  124. *MATERIAL_SHINE 0.1000
  125. *MATERIAL_SHINESTRENGTH 0.0000
  126. *MATERIAL_TRANSPARENCY 0.1667
  127. *MATERIAL_WIRESIZE 1.0000
  128. *MATERIAL_SHADING Blinn
  129. *MATERIAL_XP_FALLOFF 0.0000
  130. *MATERIAL_SELFILLUM 0.0000
  131. *MATERIAL_FALLOFF In
  132. *MATERIAL_XP_TYPE Filter
  133. }
  134. }
  135. *GEOMOBJECT {
  136. *NODE_NAME "Quader01"
  137. *NODE_TM {
  138. *NODE_NAME "Quader01"
  139. *INHERIT_POS 0 0 0
  140. *INHERIT_ROT 0 0 0
  141. *INHERIT_SCL 0 0 0
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  143. *TM_ROW1 0.0000 0.0000 1.0000
  144. *TM_ROW2 1.0000 0.0000 -0.0000
  145. *TM_ROW3 -1.1895 614.3859 36.4206
  146. *TM_POS -1.1895 614.3859 36.4206
  147. *TM_ROTAXIS -0.5774 -0.5774 -0.5774
  148. *TM_ROTANGLE 2.0944
  149. *TM_SCALE 1.0000 1.0000 1.0000
  150. *TM_SCALEAXIS 0.0000 0.0000 0.0000
  151. *TM_SCALEAXISANG 0.0000
  152. }
  153. *MESH {
  154. *TIMEVALUE 0
  155. *MESH_NUMVERTEX 8
  156. *MESH_NUMFACES 12
  157. *MESH_VERTEX_LIST {
  158. *MESH_VERTEX 0 -1.1895 564.3859 -13.5794
  159. *MESH_VERTEX 1 -1.1895 664.3859 -13.5794
  160. *MESH_VERTEX 2 -1.1895 564.3859 86.4206
  161. *MESH_VERTEX 3 -1.1895 664.3859 86.4206
  162. *MESH_VERTEX 4 98.8105 564.3859 -13.5794
  163. *MESH_VERTEX 5 98.8104 664.3859 -13.5794
  164. *MESH_VERTEX 6 98.8105 564.3859 86.4206
  165. *MESH_VERTEX 7 98.8105 664.3859 86.4206
  166. }
  167. *MESH_FACE_LIST {
  168. *MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
  169. *MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
  170. *MESH_FACE 2: A: 4 B: 5 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
  171. *MESH_FACE 3: A: 7 B: 6 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
  172. *MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
  173. *MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
  174. *MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
  175. *MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
  176. *MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
  177. *MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
  178. *MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
  179. *MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
  180. }
  181. }
  182. *PROP_MOTIONBLUR 0
  183. *PROP_CASTSHADOW 1
  184. *PROP_RECVSHADOW 1
  185. *MATERIAL_REF 0
  186. }
  187. *GEOMOBJECT {
  188. *NODE_NAME "Quader02"
  189. *NODE_TM {
  190. *NODE_NAME "Quader02"
  191. *INHERIT_POS 0 0 0
  192. *INHERIT_ROT 0 0 0
  193. *INHERIT_SCL 0 0 0
  194. *TM_ROW0 1.0000 0.0000 0.0000
  195. *TM_ROW1 0.0000 1.0000 0.0000
  196. *TM_ROW2 0.0000 0.0000 1.0000
  197. *TM_ROW3 -325.4817 44.8991 -112.4852
  198. *TM_POS -325.4817 44.8991 -112.4852
  199. *TM_ROTAXIS 0.0000 0.0000 0.0000
  200. *TM_ROTANGLE 0.0000
  201. *TM_SCALE 1.0000 1.0000 1.0000
  202. *TM_SCALEAXIS 0.0000 0.0000 0.0000
  203. *TM_SCALEAXISANG 0.0000
  204. }
  205. *MESH {
  206. *TIMEVALUE 0
  207. *MESH_NUMVERTEX 8
  208. *MESH_NUMFACES 12
  209. *MESH_VERTEX_LIST {
  210. *MESH_VERTEX 0 -425.4817 -55.1009 -112.4852
  211. *MESH_VERTEX 1 -225.4817 -55.1009 -112.4852
  212. *MESH_VERTEX 2 -425.4817 144.8991 -112.4852
  213. *MESH_VERTEX 3 -225.4817 144.8991 -112.4852
  214. *MESH_VERTEX 4 -425.4817 -55.1009 87.5148
  215. *MESH_VERTEX 5 -225.4817 -55.1009 87.5148
  216. *MESH_VERTEX 6 -425.4817 144.8991 87.5148
  217. *MESH_VERTEX 7 -225.4817 144.8991 87.5148
  218. }
  219. *MESH_FACE_LIST {
  220. *MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
  221. *MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
  222. *MESH_FACE 2: A: 4 B: 5 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
  223. *MESH_FACE 3: A: 7 B: 6 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
  224. *MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
  225. *MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
  226. *MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
  227. *MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
  228. *MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
  229. *MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
  230. *MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
  231. *MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
  232. }
  233. }
  234. *PROP_MOTIONBLUR 0
  235. *PROP_CASTSHADOW 1
  236. *PROP_RECVSHADOW 1
  237. *MATERIAL_REF 1
  238. }
  239. *GEOMOBJECT {
  240. *NODE_NAME "Quader03"
  241. *NODE_TM {
  242. *NODE_NAME "Quader03"
  243. *INHERIT_POS 0 0 0
  244. *INHERIT_ROT 0 0 0
  245. *INHERIT_SCL 0 0 0
  246. *TM_ROW0 1.0000 0.0000 0.0000
  247. *TM_ROW1 0.0000 1.0000 0.0000
  248. *TM_ROW2 0.0000 0.0000 1.0000
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  250. *TM_POS -444.1037 1077.1409 -268.1591
  251. *TM_ROTAXIS 0.0000 0.0000 0.0000
  252. *TM_ROTANGLE 0.0000
  253. *TM_SCALE 1.0000 1.0000 1.0000
  254. *TM_SCALEAXIS 0.0000 0.0000 0.0000
  255. *TM_SCALEAXISANG 0.0000
  256. }
  257. *MESH {
  258. *TIMEVALUE 0
  259. *MESH_NUMVERTEX 8
  260. *MESH_NUMFACES 12
  261. *MESH_VERTEX_LIST {
  262. *MESH_VERTEX 0 -594.1037 927.1409 -268.1591
  263. *MESH_VERTEX 1 -294.1037 927.1409 -268.1591
  264. *MESH_VERTEX 2 -594.1037 1227.1409 -268.1591
  265. *MESH_VERTEX 3 -294.1037 1227.1409 -268.1591
  266. *MESH_VERTEX 4 -594.1037 927.1409 31.8409
  267. *MESH_VERTEX 5 -294.1037 927.1409 31.8409
  268. *MESH_VERTEX 6 -594.1037 1227.1409 31.8409
  269. *MESH_VERTEX 7 -294.1037 1227.1409 31.8409
  270. }
  271. *MESH_FACE_LIST {
  272. *MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
  273. *MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
  274. *MESH_FACE 2: A: 4 B: 5 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
  275. *MESH_FACE 3: A: 7 B: 6 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
  276. *MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
  277. *MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
  278. *MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
  279. *MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
  280. *MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
  281. *MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
  282. *MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
  283. *MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
  284. }
  285. }
  286. *PROP_MOTIONBLUR 0
  287. *PROP_CASTSHADOW 1
  288. *PROP_RECVSHADOW 1
  289. *MATERIAL_REF 2
  290. }
  291. *GEOMOBJECT {
  292. *NODE_NAME "Quader04"
  293. *NODE_TM {
  294. *NODE_NAME "Quader04"
  295. *INHERIT_POS 0 0 0
  296. *INHERIT_ROT 0 0 0
  297. *INHERIT_SCL 0 0 0
  298. *TM_ROW0 1.0000 0.0000 0.0000
  299. *TM_ROW1 0.0000 1.0000 0.0000
  300. *TM_ROW2 0.0000 0.0000 1.0000
  301. *TM_ROW3 -187.5235 773.6896 -151.5620
  302. *TM_POS -187.5235 773.6896 -151.5620
  303. *TM_ROTAXIS 0.0000 0.0000 0.0000
  304. *TM_ROTANGLE 0.0000
  305. *TM_SCALE 1.0000 1.0000 1.0000
  306. *TM_SCALEAXIS 0.0000 0.0000 0.0000
  307. *TM_SCALEAXISANG 0.0000
  308. }
  309. *MESH {
  310. *TIMEVALUE 0
  311. *MESH_NUMVERTEX 8
  312. *MESH_NUMFACES 12
  313. *MESH_VERTEX_LIST {
  314. *MESH_VERTEX 0 -387.5235 573.6896 -151.5620
  315. *MESH_VERTEX 1 12.4765 573.6896 -151.5620
  316. *MESH_VERTEX 2 -387.5235 973.6896 -151.5620
  317. *MESH_VERTEX 3 12.4765 973.6896 -151.5620
  318. *MESH_VERTEX 4 -387.5235 573.6896 248.4380
  319. *MESH_VERTEX 5 12.4765 573.6896 248.4380
  320. *MESH_VERTEX 6 -387.5235 973.6896 248.4380
  321. *MESH_VERTEX 7 12.4765 973.6896 248.4380
  322. }
  323. *MESH_FACE_LIST {
  324. *MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
  325. *MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
  326. *MESH_FACE 2: A: 4 B: 5 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
  327. *MESH_FACE 3: A: 7 B: 6 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
  328. *MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
  329. *MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
  330. *MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
  331. *MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
  332. *MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
  333. *MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
  334. *MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
  335. *MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
  336. }
  337. }
  338. *PROP_MOTIONBLUR 0
  339. *PROP_CASTSHADOW 1
  340. *PROP_RECVSHADOW 1
  341. *MATERIAL_REF 3
  342. }
  343. *GEOMOBJECT {
  344. *NODE_NAME "Quader05"
  345. *NODE_TM {
  346. *NODE_NAME "Quader05"
  347. *INHERIT_POS 0 0 0
  348. *INHERIT_ROT 0 0 0
  349. *INHERIT_SCL 0 0 0
  350. *TM_ROW0 1.0000 0.0000 0.0000
  351. *TM_ROW1 0.0000 1.0000 0.0000
  352. *TM_ROW2 0.0000 0.0000 1.0000
  353. *TM_ROW3 -606.3110 365.3412 -267.8232
  354. *TM_POS -606.3110 365.3412 -267.8232
  355. *TM_ROTAXIS 0.0000 0.0000 0.0000
  356. *TM_ROTANGLE 0.0000
  357. *TM_SCALE 1.0000 1.0000 1.0000
  358. *TM_SCALEAXIS 0.0000 0.0000 0.0000
  359. *TM_SCALEAXISANG 0.0000
  360. }
  361. *MESH {
  362. *TIMEVALUE 0
  363. *MESH_NUMVERTEX 8
  364. *MESH_NUMFACES 12
  365. *MESH_VERTEX_LIST {
  366. *MESH_VERTEX 0 -856.3110 115.3412 -267.8232
  367. *MESH_VERTEX 1 -356.3110 115.3412 -267.8232
  368. *MESH_VERTEX 2 -856.3110 615.3412 -267.8232
  369. *MESH_VERTEX 3 -356.3110 615.3412 -267.8232
  370. *MESH_VERTEX 4 -856.3110 115.3412 232.1768
  371. *MESH_VERTEX 5 -356.3110 115.3412 232.1768
  372. *MESH_VERTEX 6 -856.3110 615.3412 232.1768
  373. *MESH_VERTEX 7 -356.3110 615.3412 232.1768
  374. }
  375. *MESH_FACE_LIST {
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  377. *MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
  378. *MESH_FACE 2: A: 4 B: 5 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
  379. *MESH_FACE 3: A: 7 B: 6 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
  380. *MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
  381. *MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
  382. *MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
  383. *MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
  384. *MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
  385. *MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
  386. *MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
  387. *MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
  388. }
  389. }
  390. *PROP_MOTIONBLUR 0
  391. *PROP_CASTSHADOW 1
  392. *PROP_RECVSHADOW 1
  393. *MATERIAL_REF 4
  394. }