/
cube.ase
175 lines (175 loc) · 6.15 KB
/
cube.ase
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*3DSMAX_ASCIIEXPORT 200
*COMMENT "Ascii Scene Exporter v2.52"
*SCENE {
*SCENE_FILENAME "cube.blend"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "material"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.0000 0.0000 0.0000
*MATERIAL_DIFFUSE 0.9071 0.9071 0.9071 1.0000
*MATERIAL_SPECULAR 1.0000 1.0000 1.0000
*MATERIAL_SHINE 2.5000
*MATERIAL_SHINESTRENGTH 0.5000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "material"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "\\base\material"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOISE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
*GEOMOBJECT {
*NODE_NAME "Cube"
*NODE_TM {
*NODE_NAME "Cube"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0000 0.0000 0.0000
*TM_ROW1 0.0000 1.0000 0.0000
*TM_ROW2 0.0000 0.0000 1.0000
*TM_ROW3 0.0000 0.0000 0.0000
*TM_POS 0.0000 0.0000 0.0000
*TM_ROTAXIS 0.0000 0.0000 0.0000
*TM_ROTANGLE 0.0000
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 8
*MESH_NUMFACES 12
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 -16.0000 -16.0000 -16.0000
*MESH_VERTEX 1 -16.0000 -16.0000 16.0000
*MESH_VERTEX 2 -16.0000 16.0000 -16.0000
*MESH_VERTEX 3 -16.0000 16.0000 16.0000
*MESH_VERTEX 4 16.0000 -16.0000 -16.0000
*MESH_VERTEX 5 16.0000 -16.0000 16.0000
*MESH_VERTEX 6 16.0000 16.0000 -16.0000
*MESH_VERTEX 7 16.0000 16.0000 16.0000
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 1 B: 2 C: 0 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 1: A: 3 B: 6 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 2: A: 7 B: 4 C: 6 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 3: A: 5 B: 0 C: 4 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 4: A: 6 B: 0 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 5: A: 3 B: 5 C: 7 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 6: A: 1 B: 3 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 7: A: 3 B: 7 C: 6 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 8: A: 7 B: 5 C: 4 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 9: A: 5 B: 1 C: 0 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 10: A: 6 B: 4 C: 0 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 11: A: 3 B: 1 C: 5 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 1.0000 0.0000 0.0000
*MESH_TVERT 1 0.0000 1.0000 0.0000
*MESH_TVERT 2 0.0000 0.0000 0.0000
*MESH_TVERT 3 1.0000 1.0000 0.0000
}
*MESH_NUMTVFACES 12
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 0 1 2
*MESH_TFACE 2 0 1 2
*MESH_TFACE 3 0 1 2
*MESH_TFACE 4 0 1 2
*MESH_TFACE 5 0 1 2
*MESH_TFACE 6 0 3 1
*MESH_TFACE 7 0 3 1
*MESH_TFACE 8 0 3 1
*MESH_TFACE 9 0 3 1
*MESH_TFACE 10 0 3 1
*MESH_TFACE 11 0 3 1
}
*MESH_NUMCVERTEX 0
*MESH_NORMALS {
*MESH_FACENORMAL 0 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 0 -1.0000 0.0000 0.0000
*MESH_FACENORMAL 1 0.0000 1.0000 -0.0000
*MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 2 0.0000 1.0000 0.0000
*MESH_FACENORMAL 2 1.0000 0.0000 -0.0000
*MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 4 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 6 1.0000 0.0000 0.0000
*MESH_FACENORMAL 3 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 4 0.0000 -1.0000 0.0000
*MESH_FACENORMAL 4 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 6 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 2 0.0000 0.0000 -1.0000
*MESH_FACENORMAL 5 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 3 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 5 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 7 0.0000 0.0000 1.0000
*MESH_FACENORMAL 6 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 3 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
*MESH_FACENORMAL 7 0.0000 1.0000 -0.0000
*MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 7 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000
*MESH_FACENORMAL 8 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 5 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 4 1.0000 0.0000 0.0000
*MESH_FACENORMAL 9 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 1 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000
*MESH_FACENORMAL 10 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 6 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 4 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
*MESH_FACENORMAL 11 0.0000 -0.0000 1.0000
*MESH_VERTEXNORMAL 3 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 1 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 5 0.0000 0.0000 1.0000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
}