*3DSMAX_ASCIIEXPORT	200
*COMMENT "DarkRadiant ASCII Scene Export(*.ase)"
*SCENE {
	*SCENE_FILENAME "unnamed.map"
	*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 "Plane"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*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 "Plane"
			*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_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
}
*GEOMOBJECT {
	*NODE_NAME "mesh0"
	*NODE_TM {
		*NODE_NAME "mesh0"
		*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 4
		*MESH_NUMFACES 2
		*MESH_VERTEX_LIST {
			*MESH_VERTEX 0	-105.781	-116	-21.7808
			*MESH_VERTEX 1	105.781	-116	21.7808
			*MESH_VERTEX 2	-105.781	116	-21.7808
			*MESH_VERTEX 3	105.781	116	21.7808
		}
		*MESH_FACE_LIST {
			*MESH_FACE   0:  A:   0 B:   1 C:   2 AB:       0 BC:    0 CA:    0	 *MESH_SMOOTHING 1 	*MESH_MTLID   0
			*MESH_FACE   1:  A:   1 B:   3 C:   2 AB:       0 BC:    0 CA:    0	 *MESH_SMOOTHING 1 	*MESH_MTLID   0
		}
		*MESH_NUMTVERTEX 4
		*MESH_TVERTLIST {
			*MESH_TVERT 0	0	-0	0.0000
			*MESH_TVERT 1	3	-0	0.0000
			*MESH_TVERT 2	0	-3	0.0000
			*MESH_TVERT 3	3	-3	0.0000
		}
		*MESH_NUMTVFACES 2
		*MESH_TFACELIST {
			*MESH_TFACE   0	  0	  1	  2
			*MESH_TFACE   1	  1	  3	  2
		}
		*MESH_NUMCVERTEX 4
		*MESH_CVERTLIST {
			*MESH_VERTCOL 0	1	1	1
			*MESH_VERTCOL 1	1	1	1
			*MESH_VERTCOL 2	1	1	1
			*MESH_VERTCOL 3	1	1	1
		}
		*MESH_NUMCVFACES 2
		*MESH_CFACELIST {
			*MESH_CFACE   0	  0	  1	  2
			*MESH_CFACE   1	  1	  3	  2
		}
		*MESH_NORMALS { 
			*MESH_FACENORMAL 0	-0.201674	0	0.979453
				*MESH_VERTEXNORMAL 0	-0.201674	0	0.979453
				*MESH_VERTEXNORMAL 1	-0.201674	0	0.979453
				*MESH_VERTEXNORMAL 2	-0.201674	0	0.979453
			*MESH_FACENORMAL 1	-0.201674	0	0.979453
				*MESH_VERTEXNORMAL 1	-0.201674	0	0.979453
				*MESH_VERTEXNORMAL 3	-0.201674	0	0.979453
				*MESH_VERTEXNORMAL 2	-0.201674	0	0.979453
		}
	}
	*PROP_MOTIONBLUR 0
	*PROP_CASTSHADOW 1
	*PROP_RECVSHADOW 1
	*MATERIAL_REF 0
}
