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data1.cab
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Mesh
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CurtainOldschoolMiddle.ams
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2004-03-05
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4KB
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243 lines
Wonderlib::MVFMesh object
{
boneName
{
}
boneWeight
{
}
material
{
Wonderlib::Material 0
{
ambient = 0 0 0 1
bumpmap =
diffuse = 0.564 0.551407 0.498012 1
dstBlend = 5
name = wallWhite
power = 8
specular = 0.20512 0.20512 0.20512 0
srcBlend = 4
texture =
type = 536871168
uOffset = 0
uRepeat = 1
vOffset = 0
vRepeat = 1
}
}
normalVertex
{
0 = 0 6.33149e-006 1
1 = 0 -0.86602 0.50001
2 = 0 -0.866028 -0.499995
3 = 0 6.34199e-006 -1
4 = 0 0.866031 -0.49999
5 = 0 0.866023 0.500004
6 = 0 6.33628e-006 1
7 = 0 -0.86602 0.50001
8 = 0 -0.866028 -0.499995
9 = 0 6.33736e-006 -1
10 = 0 0.866031 -0.49999
11 = 0 0.866023 0.500004
}
positionVertex
{
0 = -0.25 -0.0672739 2.57438
1 = -0.25 -0.0672739 2.56232
2 = -0.25 -0.0777173 2.55629
3 = -0.25 -0.088161 2.56232
4 = -0.25 -0.088161 2.57438
5 = -0.25 -0.0777173 2.58041
6 = 0.25 -0.0672739 2.57438
7 = 0.25 -0.0672739 2.56232
8 = 0.25 -0.0777173 2.55629
9 = 0.25 -0.088161 2.56232
10 = 0.25 -0.088161 2.57438
11 = 0.25 -0.0777173 2.58041
}
textureTriangle
{
0
{
0 = 8 9 1
1 = 9 2 1
2 = 9 10 2
3 = 10 3 2
4 = 10 11 3
5 = 11 4 3
6 = 11 12 4
7 = 12 5 4
8 = 12 13 5
9 = 13 6 5
10 = 13 7 6
11 = 7 0 6
}
1
{
0 = 8 9 1
1 = 9 2 1
2 = 9 10 2
3 = 10 3 2
4 = 10 11 3
5 = 11 4 3
6 = 11 12 4
7 = 12 5 4
8 = 12 13 5
9 = 13 6 5
10 = 13 7 6
11 = 7 0 6
}
}
textureVertex
{
0
{
0 = 1 0.671963
1 = 0 0.671963
2 = 0.166667 0.671963
3 = 0.333333 0.671963
4 = 0.5 0.671963
5 = 0.666667 0.671963
6 = 0.833333 0.671963
7 = 1 0.691334
8 = 0 0.691334
9 = 0.166667 0.691334
10 = 0.333333 0.691334
11 = 0.5 0.691334
12 = 0.666667 0.691334
13 = 0.833333 0.691334
}
1
{
0 = 0.62153 0.0687819
1 = 0.2786 0.0687819
2 = 0.341353 0.0687819
3 = 0.395698 0.0687819
4 = 0.450042 0.0687819
5 = 0.517446 0.0687819
6 = 0.574539 0.0687819
7 = 0.621507 0.925444
8 = 0.2786 0.925444
9 = 0.341353 0.925444
10 = 0.395698 0.925444
11 = 0.450042 0.925444
12 = 0.515272 0.925444
13 = 0.571094 0.925444
}
}
triangle
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{
materialNr = 0
normalVertexNr = 5 4 11
positionVertexNr = 6 7 0
smoothingGroup = 12
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1
{
materialNr = 0
normalVertexNr = 4 10 11
positionVertexNr = 7 1 0
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{
materialNr = 0
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positionVertexNr = 7 8 1
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3
{
materialNr = 0
normalVertexNr = 3 9 10
positionVertexNr = 8 2 1
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{
materialNr = 0
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positionVertexNr = 8 9 2
smoothingGroup = 12
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{
materialNr = 0
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positionVertexNr = 9 3 2
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{
materialNr = 0
normalVertexNr = 2 1 8
positionVertexNr = 9 10 3
smoothingGroup = 3
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{
materialNr = 0
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positionVertexNr = 10 4 3
smoothingGroup = 9
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{
materialNr = 0
normalVertexNr = 1 0 7
positionVertexNr = 10 11 4
smoothingGroup = 12
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{
materialNr = 0
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positionVertexNr = 11 5 4
smoothingGroup = 6
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10
{
materialNr = 0
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positionVertexNr = 11 6 5
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11
{
materialNr = 0
normalVertexNr = 5 11 6
positionVertexNr = 6 0 5
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}