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Singles (French)
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Singles-FrenchVersion-Win95.iso
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data1.cab
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Mesh
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cursor.ams
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2004-03-05
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5KB
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359 lines
Wonderlib::MVFMesh object
{
boneName
{
}
boneWeight
{
}
material
{
Wonderlib::Material 0
{
ambient = 1 1 1 0
bumpmap =
diffuse = 1 1 1 1
dstBlend = 1
power = 20
specular = 0 0 0 0
srcBlend = 1
texture = cursor
type = 29
uOffset = 0
uRepeat = 1
vOffset = 0
vRepeat = 1
}
}
normalVertex
{
0 = 0 1 2.22045e-016
1 = 0 1 2.22045e-016
2 = 0 1 2.22045e-016
3 = 0 1 2.22045e-016
4 = 0 1 2.22045e-016
5 = 0 1 2.22045e-016
6 = 0 1 2.22045e-016
7 = 0 1 2.22045e-016
8 = 0 1 2.22045e-016
9 = 1 0 2.22045e-016
10 = 1 0 2.22045e-016
11 = 1 0 2.22045e-016
12 = 1 0 2.22045e-016
13 = 1 0 2.22045e-016
14 = 1 0 2.22045e-016
15 = 1 0 2.22045e-016
16 = 1 0 2.22045e-016
17 = 1 0 2.22045e-016
18 = 0 0 1
19 = 0 0 1
20 = 0 0 1
21 = 0 0 1
22 = 0 0 1
23 = 0 0 1
24 = 0 0 1
25 = 0 0 1
26 = 0 0 1
}
positionVertex
{
0 = -0.05 -0.05 0
1 = 0 -0.05 0
2 = 0.05 -0.05 0
3 = -0.05 0 0
4 = 0 0 0
5 = 0.05 0 0
6 = -0.05 0.05 0
7 = 0 0.05 0
8 = 0.05 0.05 0
9 = -1.11022e-017 -0.05 0.05
10 = 0 -0.05 0
11 = 1.11022e-017 -0.05 -0.05
12 = -1.11022e-017 0 0.05
13 = 0 0 0
14 = 1.11022e-017 0 -0.05
15 = -1.11022e-017 0.05 0.05
16 = 0 0.05 0
17 = 1.11022e-017 0.05 -0.05
18 = -0.05 -1.11022e-017 0.05
19 = 0 -1.11022e-017 0.05
20 = 0.05 -1.11022e-017 0.05
21 = -0.05 0 0
22 = 0 0 0
23 = 0.05 0 0
24 = -0.05 1.11022e-017 -0.05
25 = 0 1.11022e-017 -0.05
26 = 0.05 1.11022e-017 -0.05
}
textureTriangle
{
0
{
0 = 0 1 3
1 = 1 4 3
2 = 1 2 4
3 = 2 5 4
4 = 3 4 6
5 = 4 7 6
6 = 4 5 7
7 = 5 8 7
8 = 9 10 12
9 = 10 11 12
10 = 10 13 11
11 = 13 14 11
12 = 12 11 16
13 = 11 15 16
14 = 11 14 15
15 = 14 17 15
16 = 18 19 21
17 = 19 20 21
18 = 19 22 20
19 = 22 23 20
20 = 21 20 25
21 = 20 24 25
22 = 20 23 24
23 = 23 26 24
}
}
textureVertex
{
0
{
0 = 0 1
1 = 0.5 1
2 = 1 1
3 = 0 0.5
4 = 0.5 0.5
5 = 1 0.5
6 = 0 0
7 = 0.5 0
8 = 1 0
9 = 0 1
10 = 0.5 1
11 = 0.5 0.5
12 = 0 0.5
13 = 1 1
14 = 1 0.5
15 = 0.5 0
16 = 0 0
17 = 1 0
18 = 0 1
19 = 0.5 1
20 = 0.5 0.5
21 = 0 0.5
22 = 1 1
23 = 1 0.5
24 = 0.5 0
25 = 0 0
26 = 1 0
}
}
triangle
{
0
{
materialNr = 0
normalVertexNr = 26 25 23
positionVertexNr = 0 1 3
smoothingGroup = 128
}
1
{
materialNr = 0
normalVertexNr = 25 22 23
positionVertexNr = 1 4 3
smoothingGroup = 224
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2
{
materialNr = 0
normalVertexNr = 25 24 22
positionVertexNr = 1 2 4
smoothingGroup = 48
}
3
{
materialNr = 0
normalVertexNr = 24 21 22
positionVertexNr = 2 5 4
smoothingGroup = 24
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4
{
materialNr = 0
normalVertexNr = 23 22 20
positionVertexNr = 3 4 6
smoothingGroup = 68
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{
materialNr = 0
normalVertexNr = 22 19 20
positionVertexNr = 4 7 6
smoothingGroup = 6
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{
materialNr = 0
normalVertexNr = 22 21 19
positionVertexNr = 4 5 7
smoothingGroup = 11
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{
materialNr = 0
normalVertexNr = 21 18 19
positionVertexNr = 5 8 7
smoothingGroup = 1
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{
materialNr = 0
normalVertexNr = 17 16 14
positionVertexNr = 9 10 12
smoothingGroup = 128
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{
materialNr = 0
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positionVertexNr = 10 13 12
smoothingGroup = 224
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10
{
materialNr = 0
normalVertexNr = 16 15 13
positionVertexNr = 10 11 13
smoothingGroup = 48
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11
{
materialNr = 0
normalVertexNr = 15 12 13
positionVertexNr = 11 14 13
smoothingGroup = 24
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12
{
materialNr = 0
normalVertexNr = 14 13 11
positionVertexNr = 12 13 15
smoothingGroup = 68
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13
{
materialNr = 0
normalVertexNr = 13 10 11
positionVertexNr = 13 16 15
smoothingGroup = 6
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14
{
materialNr = 0
normalVertexNr = 13 12 10
positionVertexNr = 13 14 16
smoothingGroup = 11
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15
{
materialNr = 0
normalVertexNr = 12 9 10
positionVertexNr = 14 17 16
smoothingGroup = 1
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16
{
materialNr = 0
normalVertexNr = 8 7 5
positionVertexNr = 18 19 21
smoothingGroup = 128
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17
{
materialNr = 0
normalVertexNr = 7 4 5
positionVertexNr = 19 22 21
smoothingGroup = 224
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18
{
materialNr = 0
normalVertexNr = 7 6 4
positionVertexNr = 19 20 22
smoothingGroup = 48
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19
{
materialNr = 0
normalVertexNr = 6 3 4
positionVertexNr = 20 23 22
smoothingGroup = 24
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20
{
materialNr = 0
normalVertexNr = 5 4 2
positionVertexNr = 21 22 24
smoothingGroup = 68
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21
{
materialNr = 0
normalVertexNr = 4 1 2
positionVertexNr = 22 25 24
smoothingGroup = 6
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22
{
materialNr = 0
normalVertexNr = 4 3 1
positionVertexNr = 22 23 25
smoothingGroup = 11
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23
{
materialNr = 0
normalVertexNr = 3 0 1
positionVertexNr = 23 26 25
smoothingGroup = 1
}
}
}