002.*COMMENT "workAsciiExport Version 2.00 - Sun Sep 07 01:12:47 2008"
003.*SCENE {
004. *SCENE_FILENAME "aaa.max"
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006. *SCENE_LASTFRAME 100
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008. *SCENE_TICKSPERFRAME 160
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010. *SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
011.}
012.*MATERIAL_LIST {
013. *MATERIAL_COUNT 1
014. *MATERIAL 0 {
015. *MATERIAL_NAME "Material #10"
016. *MATERIAL_CLASS "Multi/Sub-Object"
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018. *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
019. *MATERIAL_SPECULAR 0.9000 0.9000 0.9000
020. *MATERIAL_SHINE 0.1000
021. *MATERIAL_SHINESTRENGTH 0.0000
022. *MATERIAL_TRANSPARENCY 0.0000
023. *MATERIAL_WIRESIZE 1.0000
024. *NUMSUBMTLS 7
025. *SUBMATERIAL 0 {
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027. *MATERIAL_CLASS "Standard"
028. *MATERIAL_AMBIENT 0.5882 0.5882 0.5882
029. *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
030. *MATERIAL_SPECULAR 0.9000 0.9000 0.9000
031. *MATERIAL_SHINE 0.1000
032. *MATERIAL_SHINESTRENGTH 0.0000
033. *MATERIAL_TRANSPARENCY 0.0000
034. *MATERIAL_WIRESIZE 1.0000
035. *MATERIAL_SHADING Blinn
036. *MATERIAL_XP_FALLOFF 0.0000
037. *MATERIAL_SELFILLUM 0.0000
038. *MATERIAL_FALLOFF In
039. *MATERIAL_XP_TYPE Filter
040. *MAP_DIFFUSE {
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042. *MAP_CLASS "Bitmap"
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044. *MAP_AMOUNT 1.0000
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048. *UVW_V_OFFSET 0.0000
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056. *UVW_NOISE_LEVEL 1
057. *UVW_NOISE_PHASE 0.0000
058. *BITMAP_FILTER Pyramidal
059. }
060. }
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063. *MATERIAL_CLASS "Standard"
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065. *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
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067. *MATERIAL_SHINE 0.1000
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069. *MATERIAL_TRANSPARENCY 0.0000
070. *MATERIAL_WIRESIZE 1.0000
071. *MATERIAL_SHADING Blinn
072. *MATERIAL_XP_FALLOFF 0.0000
073. *MATERIAL_SELFILLUM 0.0000
074. *MATERIAL_FALLOFF In
075. *MATERIAL_XP_TYPE Filter
076. *MAP_DIFFUSE {
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078. *MAP_CLASS "Bitmap"
079. *MAP_SUBNO 1
080. *MAP_AMOUNT 1.0000
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082. *MAP_TYPE Screen
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084. *UVW_V_OFFSET 0.0000
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088. *UVW_BLUR 1.0000
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090. *UVW_NOUSE_AMT 1.0000
091. *UVW_NOISE_SIZE 1.0000
092. *UVW_NOISE_LEVEL 1
093. *UVW_NOISE_PHASE 0.0000
094. *BITMAP_FILTER Pyramidal
095. }
096. }
097. *SUBMATERIAL 2 {
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099. *MATERIAL_CLASS "Standard"
100. *MATERIAL_AMBIENT 0.5882 0.5882 0.5882
101. *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
102. *MATERIAL_SPECULAR 0.9000 0.9000 0.9000
103. *MATERIAL_SHINE 0.1000
104. *MATERIAL_SHINESTRENGTH 0.0000
105. *MATERIAL_TRANSPARENCY 0.0000
106. *MATERIAL_WIRESIZE 1.0000
107. *MATERIAL_SHADING Blinn
108. *MATERIAL_XP_FALLOFF 0.0000
109. *MATERIAL_SELFILLUM 0.0000
110. *MATERIAL_FALLOFF In
111. *MATERIAL_XP_TYPE Filter
112. *MAP_DIFFUSE {
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114. *MAP_CLASS "Bitmap"
115. *MAP_SUBNO 1
116. *MAP_AMOUNT 1.0000
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120. *UVW_V_OFFSET 0.0000
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126. *UVW_NOUSE_AMT 1.0000
127. *UVW_NOISE_SIZE 1.0000
128. *UVW_NOISE_LEVEL 1
129. *UVW_NOISE_PHASE 0.0000
130. *BITMAP_FILTER Pyramidal
131. }
132. }
133. *SUBMATERIAL 3 {
134. *MATERIAL_NAME "07 - Default"
135. *MATERIAL_CLASS "Standard"
136. *MATERIAL_AMBIENT 0.5882 0.5882 0.5882
137. *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
138. *MATERIAL_SPECULAR 0.9000 0.9000 0.9000
139. *MATERIAL_SHINE 0.1000
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141. *MATERIAL_TRANSPARENCY 0.0000
142. *MATERIAL_WIRESIZE 1.0000
143. *MATERIAL_SHADING Blinn
144. *MATERIAL_XP_FALLOFF 0.0000
145. *MATERIAL_SELFILLUM 0.0000
146. *MATERIAL_FALLOFF In
147. *MATERIAL_XP_TYPE Filter
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150. *MAP_CLASS "Bitmap"
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152. *MAP_AMOUNT 1.0000
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161. *UVW_BLUR_OFFSET 0.0000
162. *UVW_NOUSE_AMT 1.0000
163. *UVW_NOISE_SIZE 1.0000
164. *UVW_NOISE_LEVEL 1
165. *UVW_NOISE_PHASE 0.0000
166. *BITMAP_FILTER Pyramidal
167. }
168. }
169. *SUBMATERIAL 4 {
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171. *MATERIAL_CLASS "Standard"
172. *MATERIAL_AMBIENT 0.5882 0.5882 0.5882
173. *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
174. *MATERIAL_SPECULAR 0.9000 0.9000 0.9000
175. *MATERIAL_SHINE 0.1000
176. *MATERIAL_SHINESTRENGTH 0.0000
177. *MATERIAL_TRANSPARENCY 0.0000
178. *MATERIAL_WIRESIZE 1.0000
179. *MATERIAL_SHADING Blinn
180. *MATERIAL_XP_FALLOFF 0.0000
181. *MATERIAL_SELFILLUM 0.0000
182. *MATERIAL_FALLOFF In
183. *MATERIAL_XP_TYPE Filter
184. *MAP_DIFFUSE {
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186. *MAP_CLASS "Bitmap"
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198. *UVW_NOUSE_AMT 1.0000
199. *UVW_NOISE_SIZE 1.0000
200. *UVW_NOISE_LEVEL 1
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202. *BITMAP_FILTER Pyramidal
203. }
204. }
205. *SUBMATERIAL 5 {
206. *MATERIAL_NAME "09 - Default"
207. *MATERIAL_CLASS "Standard"
208. *MATERIAL_AMBIENT 0.5882 0.5882 0.5882
209. *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
210. *MATERIAL_SPECULAR 0.9000 0.9000 0.9000
211. *MATERIAL_SHINE 0.1000
212. *MATERIAL_SHINESTRENGTH 0.0000
213. *MATERIAL_TRANSPARENCY 0.0000
214. *MATERIAL_WIRESIZE 1.0000
215. *MATERIAL_SHADING Blinn
216. *MATERIAL_XP_FALLOFF 0.0000
217. *MATERIAL_SELFILLUM 0.0000
218. *MATERIAL_FALLOFF In
219. *MATERIAL_XP_TYPE Filter
220. *MAP_DIFFUSE {
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222. *MAP_CLASS "Bitmap"
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234. *UVW_NOUSE_AMT 1.0000
235. *UVW_NOISE_SIZE 1.0000
236. *UVW_NOISE_LEVEL 1
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238. *BITMAP_FILTER Pyramidal
239. }
240. }
241. *SUBMATERIAL 6 {
242. *MATERIAL_NAME "13 - Default"
243. *MATERIAL_CLASS "Standard"
244. *MATERIAL_AMBIENT 0.5882 0.5882 0.5882
245. *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
246. *MATERIAL_SPECULAR 0.9000 0.9000 0.9000
247. *MATERIAL_SHINE 0.1000
248. *MATERIAL_SHINESTRENGTH 0.0000
249. *MATERIAL_TRANSPARENCY 0.0000
250. *MATERIAL_WIRESIZE 1.0000
251. *MATERIAL_SHADING Blinn
252. *MATERIAL_XP_FALLOFF 0.0000
253. *MATERIAL_SELFILLUM 0.0000
254. *MATERIAL_FALLOFF In
255. *MATERIAL_XP_TYPE Filter
256. *MAP_DIFFUSE {
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258. *MAP_CLASS "Bitmap"
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271. *UVW_NOISE_SIZE 1.0000
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273. *UVW_NOISE_PHASE 0.0000
274. *BITMAP_FILTER Pyramidal
275. }
276. }
277. }
278.}
279.*GEOMOBJECT {
280. *NODE_NAME "Box01"
281. *NODE_TM {
282. *NODE_NAME "Box01"
283. *INHERIT_POS 0 0 0
284. *INHERIT_ROT 0 0 0
285. *INHERIT_SCL 0 0 0
286. *TM_ROW0 1.0000 0.0000 0.0000
287. *TM_ROW1 0.0000 1.0000 0.0000
288. *TM_ROW2 0.0000 0.0000 1.0000
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292. *TM_ROTANGLE 0.0000
293. *TM_SCALE 1.0000 1.0000 1.0000
294. *TM_SCALEAXIS 0.0000 0.0000 0.0000
295. *TM_SCALEAXISANG 0.0000
296. }
297. *MESH {
298. *TIMEVALUE 0
299. *MESH_NUMVERTEX 8
300. *MESH_NUMFACES 12
301. *MESH_VERTEX_LIST {
302. *MESH_VERTEX 0 -54.5635 -40.2224 0.0000
303. *MESH_VERTEX 1 45.9284 -40.2224 0.0000
304. *MESH_VERTEX 2 -54.5635 27.5526 0.0000
305. *MESH_VERTEX 3 45.9284 27.5526 0.0000
306. *MESH_VERTEX 4 -54.5635 -40.2224 77.9514
307. *MESH_VERTEX 5 45.9284 -40.2224 77.9514
308. *MESH_VERTEX 6 -54.5635 27.5526 77.9514
309. *MESH_VERTEX 7 45.9284 27.5526 77.9514
310. }
311. *MESH_FACE_LIST {
312. *MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 0
313. *MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 0
314. *MESH_FACE 2: A: 4 B: 5 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
315. *MESH_FACE 3: A: 7 B: 6 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
316. *MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 2
317. *MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 1
318. *MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 6
319. *MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 0
320. *MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 0
321. *MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
322. *MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 4
323. *MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 3
324. }
325. *MESH_NUMTVERTEX 12
326. *MESH_TVERTLIST {
327. *MESH_TVERT 0 0.0000 0.0000 0.0000
328. *MESH_TVERT 1 1.0000 0.0000 0.0000
329. *MESH_TVERT 2 0.0000 1.0000 0.0000
330. *MESH_TVERT 3 1.0000 1.0000 0.0000
331. *MESH_TVERT 4 0.0000 0.0000 0.0000
332. *MESH_TVERT 5 1.0000 0.0000 0.0000
333. *MESH_TVERT 6 0.0000 1.0000 0.0000
334. *MESH_TVERT 7 1.0000 1.0000 0.0000
335. *MESH_TVERT 8 0.0000 0.0000 0.0000
336. *MESH_TVERT 9 1.0000 0.0000 0.0000
337. *MESH_TVERT 10 0.0000 1.0000 0.0000
338. *MESH_TVERT 11 1.0000 1.0000 0.0000
339. }
340. *MESH_NUMTVFACES 12
341. *MESH_TFACELIST {
342. *MESH_TFACE 0 9 11 10
343. *MESH_TFACE 1 10 8 9
344. *MESH_TFACE 2 8 9 11
345. *MESH_TFACE 3 11 10 8
346. *MESH_TFACE 4 4 5 7
347. *MESH_TFACE 5 7 6 4
348. *MESH_TFACE 6 0 1 3
349. *MESH_TFACE 7 3 2 0
350. *MESH_TFACE 8 4 5 7
351. *MESH_TFACE 9 7 6 4
352. *MESH_TFACE 10 0 1 3
353. *MESH_TFACE 11 3 2 0
354. }
355. }
356. *PROP_MOTIONBLUR 0
357. *PROP_CASTSHADOW 1
358. *PROP_RECVSHADOW 1
359. *MATERIAL_REF 0
360.}