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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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guiCharSelectorOkShape.ams
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2004-03-05
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3KB
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210 lines
Wonderlib::MVFMesh object
{
boneName
{
}
boneWeight
{
}
material
{
Wonderlib::Material 0
{
ambient = 1 1 1 1
bumpmap =
diffuse = 1 1 1 1
dstBlend = 5
name = LeftPanelBackMat
power = 32
specular = 0 0 0 0.5
srcBlend = 4
texture = guiPanelElements
type = 2097165
uOffset = 0
uRepeat = 1
vOffset = 0
vRepeat = 1
}
}
normalVertex
{
0 = 0 -1 0
1 = 0 -1 0
2 = 0 -1 0
3 = 0 -1 0
4 = 0 -1 0
5 = 0 -1 0
6 = 0 -1 0
7 = 0 -1 0
8 = 0 -1 0
9 = 0 -1 0
10 = 0 -1 0
11 = 0 -1 0
12 = 0 -1 0
}
positionVertex
{
0 = 0 0 -0.0740904
1 = -0.162345 0 9.53674e-009
2 = 0 0 9.53674e-009
3 = 0.162345 0 9.53674e-009
4 = 0 0 0.0740904
5 = 0.0811727 0 0.0740904
6 = 0.162345 0 0.0370452
7 = 0.162345 0 -0.0370452
8 = 0.0811727 0 -0.0740904
9 = -0.0811727 0 -0.0740904
10 = -0.162345 0 -0.0370452
11 = -0.162345 0 0.0370452
12 = -0.0811727 0 0.0740904
}
textureTriangle
{
0
{
0 = 2 3 4
1 = 4 3 5
2 = 3 6 5
3 = 0 8 2
4 = 2 8 3
5 = 8 7 3
6 = 0 2 9
7 = 2 1 9
8 = 9 1 10
9 = 1 2 11
10 = 11 2 12
11 = 2 4 12
}
}
textureVertex
{
0
{
0 = 0.25 0.5
1 = 0 0.25
2 = 0.25 0.25
3 = 0.5 0.25
4 = 0.25 0
5 = 0.375 0
6 = 0.5 0.125
7 = 0.5 0.375
8 = 0.375 0.5
9 = 0.125 0.5
10 = 0 0.375
11 = 0 0.125
12 = 0.125 0
}
}
triangle
{
0
{
materialNr = 0
normalVertexNr = 10 9 8
positionVertexNr = 2 3 4
smoothingGroup = 1792
}
1
{
materialNr = 0
normalVertexNr = 8 9 7
positionVertexNr = 4 3 5
smoothingGroup = 514
}
2
{
materialNr = 0
normalVertexNr = 9 6 7
positionVertexNr = 3 6 5
smoothingGroup = 2
}
3
{
materialNr = 0
normalVertexNr = 12 4 10
positionVertexNr = 0 8 2
smoothingGroup = 192
}
4
{
materialNr = 0
normalVertexNr = 10 4 9
positionVertexNr = 2 8 3
smoothingGroup = 352
}
5
{
materialNr = 0
normalVertexNr = 4 5 9
positionVertexNr = 8 7 3
smoothingGroup = 32
}
6
{
materialNr = 0
normalVertexNr = 12 10 3
positionVertexNr = 0 2 9
smoothingGroup = 144
}
7
{
materialNr = 0
normalVertexNr = 10 11 3
positionVertexNr = 2 1 9
smoothingGroup = 28
}
8
{
materialNr = 0
normalVertexNr = 3 11 2
positionVertexNr = 9 1 10
smoothingGroup = 8
}
9
{
materialNr = 0
normalVertexNr = 11 10 1
positionVertexNr = 1 2 11
smoothingGroup = 6
}
10
{
materialNr = 0
normalVertexNr = 1 10 0
positionVertexNr = 11 2 12
smoothingGroup = 3
}
11
{
materialNr = 0
normalVertexNr = 10 8 0
positionVertexNr = 2 4 12
smoothingGroup = 1025
}
}
}