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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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wallOutsideCornerForRadiosity.ams
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2004-03-05
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2KB
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157 lines
Wonderlib::MVFMesh object
{
boneName
{
}
boneWeight
{
}
material
{
Wonderlib::Material 0
{
ambient = 0 0 0 1
bumpmap =
diffuse = 1 1 1 1
dstBlend = 5
power = 0
specular = 0 0 0 0
srcBlend = 4
texture = floorWood06
type = 1
uOffset = 0
uRepeat = 1
vOffset = 0
vRepeat = 1
}
Wonderlib::Material 1
{
ambient = 0 0 0 1
bumpmap =
diffuse = 0.4 0.4 0.4 1
dstBlend = 5
power = 0
specular = 0 0 0 0
srcBlend = 4
texture =
type = 0
uOffset = 0
uRepeat = 1
vOffset = 0
vRepeat = 1
}
}
normalVertex
{
0 = 0 -1 0
1 = 0 -1 0
2 = -1 0 0
3 = 0 -1 0
4 = -1 0 0
5 = -1 0 0
6 = 0 -1 0
7 = -1 0 0
}
positionVertex
{
0 = 0.25 3.75 -0.00291538
1 = 0.25 0.25 -0.00291538
2 = 0.25 3.75 3.5
3 = 0.25 0.25 3.5
4 = 3.75 0.25 -0.00291538
5 = 3.75 0.25 3.5
}
textureTriangle
{
0
{
0 = 0 1 2
1 = 1 3 2
2 = 4 5 7
3 = 5 6 7
}
1
{
0 = 0 1 3
1 = 1 2 3
2 = 4 5 7
3 = 5 6 7
}
}
textureVertex
{
0
{
0 = 0 1
1 = 1 1
2 = 0 0
3 = 1 0
4 = 0 1
5 = 1 1
6 = 1 0
7 = 0 0
}
1
{
0 = 0.125 0.875
1 = 0.875 0.875
2 = 0.875 0.125
3 = 0.125 0.125
4 = 0.125 0.875
5 = 0.875 0.875
6 = 0.875 0.125
7 = 0.125 0.125
}
}
triangle
{
0
{
materialNr = 0
normalVertexNr = 7 5 4
positionVertexNr = 0 1 2
smoothingGroup = 2
}
1
{
materialNr = 0
normalVertexNr = 5 2 4
positionVertexNr = 1 3 2
smoothingGroup = 2
}
2
{
materialNr = 0
normalVertexNr = 6 1 3
positionVertexNr = 1 4 3
smoothingGroup = 1
}
3
{
materialNr = 0
normalVertexNr = 1 0 3
positionVertexNr = 4 5 3
smoothingGroup = 1
}
}
}