1*3DSMAX_ASCIIEXPORT	200
2*COMMENT "AsciiExport Version  2.00 - Sun Oct 13 13:28:06 2002"
3*SCENE {
4	*SCENE_FILENAME "onlypieces.max"
5	*SCENE_FIRSTFRAME 0
6	*SCENE_LASTFRAME 100
7	*SCENE_FRAMESPEED 30
8	*SCENE_TICKSPERFRAME 160
9	*SCENE_BACKGROUND_STATIC 0.0000	0.0000	0.0000
10	*SCENE_AMBIENT_STATIC 0.0000	0.0000	0.0000
11}
12*MATERIAL_LIST {
13	*MATERIAL_COUNT 9
14	*MATERIAL 0 {
15		*MATERIAL_NAME "Material #40"
16		*MATERIAL_CLASS "Multi/Sub-Object"
17		*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
18		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
19		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
20		*MATERIAL_SHINE 0.1000
21		*MATERIAL_SHINESTRENGTH 0.0000
22		*MATERIAL_TRANSPARENCY 0.0000
23		*MATERIAL_WIRESIZE 1.0000
24		*NUMSUBMTLS 7
25		*SUBMATERIAL 0 {
26			*MATERIAL_NAME "Material #27"
27			*MATERIAL_CLASS "Standard"
28			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
29			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
30			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
31			*MATERIAL_SHINE 0.1000
32			*MATERIAL_SHINESTRENGTH 0.0000
33			*MATERIAL_TRANSPARENCY 0.0000
34			*MATERIAL_WIRESIZE 1.0000
35			*MATERIAL_SHADING Blinn
36			*MATERIAL_XP_FALLOFF 0.0000
37			*MATERIAL_SELFILLUM 0.0000
38			*MATERIAL_FALLOFF In
39			*MATERIAL_XP_TYPE Filter
40			*MAP_DIFFUSE {
41				*MAP_NAME "Map #3"
42				*MAP_CLASS "Bitmap"
43				*MAP_SUBNO 1
44				*MAP_AMOUNT 1.0000
45				*BITMAP "C:\Brain\Strategy\textures\erobot2.bmp"
46				*MAP_TYPE Screen
47				*UVW_U_OFFSET 0.0000
48				*UVW_V_OFFSET 0.0000
49				*UVW_U_TILING 1.0000
50				*UVW_V_TILING 1.0000
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52				*UVW_BLUR 1.0000
53				*UVW_BLUR_OFFSET 0.0000
54				*UVW_NOUSE_AMT 1.0000
55				*UVW_NOISE_SIZE 1.0000
56				*UVW_NOISE_LEVEL 1
57				*UVW_NOISE_PHASE 0.0000
58				*BITMAP_FILTER Pyramidal
59			}
60		}
61		*SUBMATERIAL 1 {
62			*MATERIAL_NAME "Material #26"
63			*MATERIAL_CLASS "Standard"
64			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
65			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
66			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
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68			*MATERIAL_SHINESTRENGTH 0.0000
69			*MATERIAL_TRANSPARENCY 0.0000
70			*MATERIAL_WIRESIZE 1.0000
71			*MATERIAL_SHADING Blinn
72			*MATERIAL_XP_FALLOFF 0.0000
73			*MATERIAL_SELFILLUM 0.0000
74			*MATERIAL_FALLOFF In
75			*MATERIAL_XP_TYPE Filter
76			*MAP_DIFFUSE {
77				*MAP_NAME "Map #2"
78				*MAP_CLASS "Bitmap"
79				*MAP_SUBNO 1
80				*MAP_AMOUNT 1.0000
81				*BITMAP "C:\Brain\Strategy\textures\erobot1.bmp"
82				*MAP_TYPE Screen
83				*UVW_U_OFFSET 0.0000
84				*UVW_V_OFFSET 0.0000
85				*UVW_U_TILING 1.0000
86				*UVW_V_TILING 1.0000
87				*UVW_ANGLE 0.0000
88				*UVW_BLUR 1.0000
89				*UVW_BLUR_OFFSET 0.0000
90				*UVW_NOUSE_AMT 1.0000
91				*UVW_NOISE_SIZE 1.0000
92				*UVW_NOISE_LEVEL 1
93				*UVW_NOISE_PHASE 0.0000
94				*BITMAP_FILTER Pyramidal
95			}
96		}
97		*SUBMATERIAL 2 {
98			*MATERIAL_NAME "Material #52"
99			*MATERIAL_CLASS "Standard"
100			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
101			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
102			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
103			*MATERIAL_SHINE 0.1000
104			*MATERIAL_SHINESTRENGTH 0.0000
105			*MATERIAL_TRANSPARENCY 0.0000
106			*MATERIAL_WIRESIZE 1.0000
107			*MATERIAL_SHADING Blinn
108			*MATERIAL_XP_FALLOFF 0.0000
109			*MATERIAL_SELFILLUM 0.0000
110			*MATERIAL_FALLOFF In
111			*MATERIAL_XP_TYPE Filter
112			*MAP_DIFFUSE {
113				*MAP_NAME "Map #6"
114				*MAP_CLASS "Bitmap"
115				*MAP_SUBNO 1
116				*MAP_AMOUNT 1.0000
117				*BITMAP "C:\Brain\Strategy\textures\black.bmp"
118				*MAP_TYPE Screen
119				*UVW_U_OFFSET 0.0000
120				*UVW_V_OFFSET 0.0000
121				*UVW_U_TILING 1.0000
122				*UVW_V_TILING 1.0000
123				*UVW_ANGLE 0.0000
124				*UVW_BLUR 1.0000
125				*UVW_BLUR_OFFSET 0.0000
126				*UVW_NOUSE_AMT 1.0000
127				*UVW_NOISE_SIZE 1.0000
128				*UVW_NOISE_LEVEL 1
129				*UVW_NOISE_PHASE 0.0000
130				*BITMAP_FILTER Pyramidal
131			}
132		}
133		*SUBMATERIAL 3 {
134			*MATERIAL_NAME "Material #28"
135			*MATERIAL_CLASS "Standard"
136			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
137			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
138			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
139			*MATERIAL_SHINE 0.1000
140			*MATERIAL_SHINESTRENGTH 0.0000
141			*MATERIAL_TRANSPARENCY 0.0000
142			*MATERIAL_WIRESIZE 1.0000
143			*MATERIAL_SHADING Blinn
144			*MATERIAL_XP_FALLOFF 0.0000
145			*MATERIAL_SELFILLUM 0.0000
146			*MATERIAL_FALLOFF In
147			*MATERIAL_XP_TYPE Filter
148			*MAP_DIFFUSE {
149				*MAP_NAME "Map #4"
150				*MAP_CLASS "Bitmap"
151				*MAP_SUBNO 1
152				*MAP_AMOUNT 1.0000
153				*BITMAP "C:\Brain\Strategy\textures\erobot1.bmp"
154				*MAP_TYPE Screen
155				*UVW_U_OFFSET 0.0000
156				*UVW_V_OFFSET 0.0000
157				*UVW_U_TILING 1.0000
158				*UVW_V_TILING 1.0000
159				*UVW_ANGLE 0.0000
160				*UVW_BLUR 1.0000
161				*UVW_BLUR_OFFSET 0.0000
162				*UVW_NOUSE_AMT 1.0000
163				*UVW_NOISE_SIZE 1.0000
164				*UVW_NOISE_LEVEL 1
165				*UVW_NOISE_PHASE 0.0000
166				*BITMAP_FILTER Pyramidal
167			}
168		}
169		*SUBMATERIAL 4 {
170			*MATERIAL_NAME "Material #34"
171			*MATERIAL_CLASS "Standard"
172			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
173			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
174			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
175			*MATERIAL_SHINE 0.1000
176			*MATERIAL_SHINESTRENGTH 0.0000
177			*MATERIAL_TRANSPARENCY 0.0000
178			*MATERIAL_WIRESIZE 1.0000
179			*MATERIAL_SHADING Blinn
180			*MATERIAL_XP_FALLOFF 0.0000
181			*MATERIAL_SELFILLUM 0.0000
182			*MATERIAL_FALLOFF In
183			*MATERIAL_XP_TYPE Filter
184		}
185		*SUBMATERIAL 5 {
186			*MATERIAL_NAME "Material #35"
187			*MATERIAL_CLASS "Standard"
188			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
189			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
190			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
191			*MATERIAL_SHINE 0.1000
192			*MATERIAL_SHINESTRENGTH 0.0000
193			*MATERIAL_TRANSPARENCY 0.0000
194			*MATERIAL_WIRESIZE 1.0000
195			*MATERIAL_SHADING Blinn
196			*MATERIAL_XP_FALLOFF 0.0000
197			*MATERIAL_SELFILLUM 0.0000
198			*MATERIAL_FALLOFF In
199			*MATERIAL_XP_TYPE Filter
200		}
201		*SUBMATERIAL 6 {
202			*MATERIAL_NAME "Material #29"
203			*MATERIAL_CLASS "Standard"
204			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
205			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
206			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
207			*MATERIAL_SHINE 0.1000
208			*MATERIAL_SHINESTRENGTH 0.0000
209			*MATERIAL_TRANSPARENCY 0.0000
210			*MATERIAL_WIRESIZE 1.0000
211			*MATERIAL_SHADING Blinn
212			*MATERIAL_XP_FALLOFF 0.0000
213			*MATERIAL_SELFILLUM 0.0000
214			*MATERIAL_FALLOFF In
215			*MATERIAL_XP_TYPE Filter
216			*MAP_DIFFUSE {
217				*MAP_NAME "Map #5"
218				*MAP_CLASS "Bitmap"
219				*MAP_SUBNO 1
220				*MAP_AMOUNT 1.0000
221				*BITMAP "C:\Brain\Strategy\textures\erobot2.bmp"
222				*MAP_TYPE Screen
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224				*UVW_V_OFFSET 0.0000
225				*UVW_U_TILING 1.0000
226				*UVW_V_TILING 1.0000
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228				*UVW_BLUR 1.0000
229				*UVW_BLUR_OFFSET 0.0000
230				*UVW_NOUSE_AMT 1.0000
231				*UVW_NOISE_SIZE 1.0000
232				*UVW_NOISE_LEVEL 1
233				*UVW_NOISE_PHASE 0.0000
234				*BITMAP_FILTER Pyramidal
235			}
236		}
237	}
238	*MATERIAL 1 {
239		*MATERIAL_NAME "Material #197"
240		*MATERIAL_CLASS "Multi/Sub-Object"
241		*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
242		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
243		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
244		*MATERIAL_SHINE 0.1000
245		*MATERIAL_SHINESTRENGTH 0.0000
246		*MATERIAL_TRANSPARENCY 0.0000
247		*MATERIAL_WIRESIZE 1.0000
248		*NUMSUBMTLS 10
249		*SUBMATERIAL 0 {
250			*MATERIAL_NAME "Material #53"
251			*MATERIAL_CLASS "Standard"
252			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
253			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
254			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
255			*MATERIAL_SHINE 0.1000
256			*MATERIAL_SHINESTRENGTH 0.0000
257			*MATERIAL_TRANSPARENCY 0.0000
258			*MATERIAL_WIRESIZE 1.0000
259			*MATERIAL_SHADING Blinn
260			*MATERIAL_XP_FALLOFF 0.0000
261			*MATERIAL_SELFILLUM 0.0000
262			*MATERIAL_FALLOFF In
263			*MATERIAL_XP_TYPE Filter
264			*MAP_DIFFUSE {
265				*MAP_NAME "Map #7"
266				*MAP_CLASS "Bitmap"
267				*MAP_SUBNO 1
268				*MAP_AMOUNT 1.0000
269				*BITMAP "C:\Brain\Strategy\textures\white.bmp"
270				*MAP_TYPE Screen
271				*UVW_U_OFFSET 0.0000
272				*UVW_V_OFFSET 0.0000
273				*UVW_U_TILING 1.0000
274				*UVW_V_TILING 1.0000
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276				*UVW_BLUR 1.0000
277				*UVW_BLUR_OFFSET 0.0000
278				*UVW_NOUSE_AMT 1.0000
279				*UVW_NOISE_SIZE 1.0000
280				*UVW_NOISE_LEVEL 1
281				*UVW_NOISE_PHASE 0.0000
282				*BITMAP_FILTER Pyramidal
283			}
284		}
285		*SUBMATERIAL 1 {
286			*MATERIAL_NAME "Material #53"
287			*MATERIAL_CLASS "Standard"
288			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
289			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
290			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
291			*MATERIAL_SHINE 0.1000
292			*MATERIAL_SHINESTRENGTH 0.0000
293			*MATERIAL_TRANSPARENCY 0.0000
294			*MATERIAL_WIRESIZE 1.0000
295			*MATERIAL_SHADING Blinn
296			*MATERIAL_XP_FALLOFF 0.0000
297			*MATERIAL_SELFILLUM 0.0000
298			*MATERIAL_FALLOFF In
299			*MATERIAL_XP_TYPE Filter
300			*MAP_DIFFUSE {
301				*MAP_NAME "Map #7"
302				*MAP_CLASS "Bitmap"
303				*MAP_SUBNO 1
304				*MAP_AMOUNT 1.0000
305				*BITMAP "C:\Brain\Strategy\textures\white.bmp"
306				*MAP_TYPE Screen
307				*UVW_U_OFFSET 0.0000
308				*UVW_V_OFFSET 0.0000
309				*UVW_U_TILING 1.0000
310				*UVW_V_TILING 1.0000
311				*UVW_ANGLE 0.0000
312				*UVW_BLUR 1.0000
313				*UVW_BLUR_OFFSET 0.0000
314				*UVW_NOUSE_AMT 1.0000
315				*UVW_NOISE_SIZE 1.0000
316				*UVW_NOISE_LEVEL 1
317				*UVW_NOISE_PHASE 0.0000
318				*BITMAP_FILTER Pyramidal
319			}
320		}
321		*SUBMATERIAL 2 {
322			*MATERIAL_NAME "Material #52"
323			*MATERIAL_CLASS "Standard"
324			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
325			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
326			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
327			*MATERIAL_SHINE 0.1000
328			*MATERIAL_SHINESTRENGTH 0.0000
329			*MATERIAL_TRANSPARENCY 0.0000
330			*MATERIAL_WIRESIZE 1.0000
331			*MATERIAL_SHADING Blinn
332			*MATERIAL_XP_FALLOFF 0.0000
333			*MATERIAL_SELFILLUM 0.0000
334			*MATERIAL_FALLOFF In
335			*MATERIAL_XP_TYPE Filter
336			*MAP_DIFFUSE {
337				*MAP_NAME "Map #6"
338				*MAP_CLASS "Bitmap"
339				*MAP_SUBNO 1
340				*MAP_AMOUNT 1.0000
341				*BITMAP "C:\Brain\Strategy\textures\black.bmp"
342				*MAP_TYPE Screen
343				*UVW_U_OFFSET 0.0000
344				*UVW_V_OFFSET 0.0000
345				*UVW_U_TILING 1.0000
346				*UVW_V_TILING 1.0000
347				*UVW_ANGLE 0.0000
348				*UVW_BLUR 1.0000
349				*UVW_BLUR_OFFSET 0.0000
350				*UVW_NOUSE_AMT 1.0000
351				*UVW_NOISE_SIZE 1.0000
352				*UVW_NOISE_LEVEL 1
353				*UVW_NOISE_PHASE 0.0000
354				*BITMAP_FILTER Pyramidal
355			}
356		}
357		*SUBMATERIAL 3 {
358			*MATERIAL_NAME "Material #28"
359			*MATERIAL_CLASS "Standard"
360			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
361			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
362			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
363			*MATERIAL_SHINE 0.1000
364			*MATERIAL_SHINESTRENGTH 0.0000
365			*MATERIAL_TRANSPARENCY 0.0000
366			*MATERIAL_WIRESIZE 1.0000
367			*MATERIAL_SHADING Blinn
368			*MATERIAL_XP_FALLOFF 0.0000
369			*MATERIAL_SELFILLUM 0.0000
370			*MATERIAL_FALLOFF In
371			*MATERIAL_XP_TYPE Filter
372			*MAP_DIFFUSE {
373				*MAP_NAME "Map #4"
374				*MAP_CLASS "Bitmap"
375				*MAP_SUBNO 1
376				*MAP_AMOUNT 1.0000
377				*BITMAP "C:\Brain\Strategy\textures\erobot1.bmp"
378				*MAP_TYPE Screen
379				*UVW_U_OFFSET 0.0000
380				*UVW_V_OFFSET 0.0000
381				*UVW_U_TILING 1.0000
382				*UVW_V_TILING 1.0000
383				*UVW_ANGLE 0.0000
384				*UVW_BLUR 1.0000
385				*UVW_BLUR_OFFSET 0.0000
386				*UVW_NOUSE_AMT 1.0000
387				*UVW_NOISE_SIZE 1.0000
388				*UVW_NOISE_LEVEL 1
389				*UVW_NOISE_PHASE 0.0000
390				*BITMAP_FILTER Pyramidal
391			}
392		}
393		*SUBMATERIAL 4 {
394			*MATERIAL_NAME "Material #52"
395			*MATERIAL_CLASS "Standard"
396			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
397			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
398			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
399			*MATERIAL_SHINE 0.1000
400			*MATERIAL_SHINESTRENGTH 0.0000
401			*MATERIAL_TRANSPARENCY 0.0000
402			*MATERIAL_WIRESIZE 1.0000
403			*MATERIAL_SHADING Blinn
404			*MATERIAL_XP_FALLOFF 0.0000
405			*MATERIAL_SELFILLUM 0.0000
406			*MATERIAL_FALLOFF In
407			*MATERIAL_XP_TYPE Filter
408			*MAP_DIFFUSE {
409				*MAP_NAME "Map #6"
410				*MAP_CLASS "Bitmap"
411				*MAP_SUBNO 1
412				*MAP_AMOUNT 1.0000
413				*BITMAP "C:\Brain\Strategy\textures\black.bmp"
414				*MAP_TYPE Screen
415				*UVW_U_OFFSET 0.0000
416				*UVW_V_OFFSET 0.0000
417				*UVW_U_TILING 1.0000
418				*UVW_V_TILING 1.0000
419				*UVW_ANGLE 0.0000
420				*UVW_BLUR 1.0000
421				*UVW_BLUR_OFFSET 0.0000
422				*UVW_NOUSE_AMT 1.0000
423				*UVW_NOISE_SIZE 1.0000
424				*UVW_NOISE_LEVEL 1
425				*UVW_NOISE_PHASE 0.0000
426				*BITMAP_FILTER Pyramidal
427			}
428		}
429		*SUBMATERIAL 5 {
430			*MATERIAL_NAME "Material #43"
431			*MATERIAL_CLASS "Standard"
432			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
433			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
434			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
435			*MATERIAL_SHINE 0.1000
436			*MATERIAL_SHINESTRENGTH 0.0000
437			*MATERIAL_TRANSPARENCY 0.0000
438			*MATERIAL_WIRESIZE 1.0000
439			*MATERIAL_SHADING Blinn
440			*MATERIAL_XP_FALLOFF 0.0000
441			*MATERIAL_SELFILLUM 0.0000
442			*MATERIAL_FALLOFF In
443			*MATERIAL_XP_TYPE Filter
444		}
445		*SUBMATERIAL 6 {
446			*MATERIAL_NAME "Material #29"
447			*MATERIAL_CLASS "Standard"
448			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
449			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
450			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
451			*MATERIAL_SHINE 0.1000
452			*MATERIAL_SHINESTRENGTH 0.0000
453			*MATERIAL_TRANSPARENCY 0.0000
454			*MATERIAL_WIRESIZE 1.0000
455			*MATERIAL_SHADING Blinn
456			*MATERIAL_XP_FALLOFF 0.0000
457			*MATERIAL_SELFILLUM 0.0000
458			*MATERIAL_FALLOFF In
459			*MATERIAL_XP_TYPE Filter
460			*MAP_DIFFUSE {
461				*MAP_NAME "Map #5"
462				*MAP_CLASS "Bitmap"
463				*MAP_SUBNO 1
464				*MAP_AMOUNT 1.0000
465				*BITMAP "C:\Brain\Strategy\textures\erobot2.bmp"
466				*MAP_TYPE Screen
467				*UVW_U_OFFSET 0.0000
468				*UVW_V_OFFSET 0.0000
469				*UVW_U_TILING 1.0000
470				*UVW_V_TILING 1.0000
471				*UVW_ANGLE 0.0000
472				*UVW_BLUR 1.0000
473				*UVW_BLUR_OFFSET 0.0000
474				*UVW_NOUSE_AMT 1.0000
475				*UVW_NOISE_SIZE 1.0000
476				*UVW_NOISE_LEVEL 1
477				*UVW_NOISE_PHASE 0.0000
478				*BITMAP_FILTER Pyramidal
479			}
480		}
481		*SUBMATERIAL 7 {
482			*MATERIAL_NAME "Material #45"
483			*MATERIAL_CLASS "Standard"
484			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
485			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
486			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
487			*MATERIAL_SHINE 0.1000
488			*MATERIAL_SHINESTRENGTH 0.0000
489			*MATERIAL_TRANSPARENCY 0.0000
490			*MATERIAL_WIRESIZE 1.0000
491			*MATERIAL_SHADING Blinn
492			*MATERIAL_XP_FALLOFF 0.0000
493			*MATERIAL_SELFILLUM 0.0000
494			*MATERIAL_FALLOFF In
495			*MATERIAL_XP_TYPE Filter
496		}
497		*SUBMATERIAL 8 {
498			*MATERIAL_NAME "Material #52"
499			*MATERIAL_CLASS "Standard"
500			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
501			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
502			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
503			*MATERIAL_SHINE 0.1000
504			*MATERIAL_SHINESTRENGTH 0.0000
505			*MATERIAL_TRANSPARENCY 0.0000
506			*MATERIAL_WIRESIZE 1.0000
507			*MATERIAL_SHADING Blinn
508			*MATERIAL_XP_FALLOFF 0.0000
509			*MATERIAL_SELFILLUM 0.0000
510			*MATERIAL_FALLOFF In
511			*MATERIAL_XP_TYPE Filter
512			*MAP_DIFFUSE {
513				*MAP_NAME "Map #6"
514				*MAP_CLASS "Bitmap"
515				*MAP_SUBNO 1
516				*MAP_AMOUNT 1.0000
517				*BITMAP "C:\Brain\Strategy\textures\black.bmp"
518				*MAP_TYPE Screen
519				*UVW_U_OFFSET 0.0000
520				*UVW_V_OFFSET 0.0000
521				*UVW_U_TILING 1.0000
522				*UVW_V_TILING 1.0000
523				*UVW_ANGLE 0.0000
524				*UVW_BLUR 1.0000
525				*UVW_BLUR_OFFSET 0.0000
526				*UVW_NOUSE_AMT 1.0000
527				*UVW_NOISE_SIZE 1.0000
528				*UVW_NOISE_LEVEL 1
529				*UVW_NOISE_PHASE 0.0000
530				*BITMAP_FILTER Pyramidal
531			}
532		}
533		*SUBMATERIAL 9 {
534			*MATERIAL_NAME "Material #53"
535			*MATERIAL_CLASS "Standard"
536			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
537			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
538			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
539			*MATERIAL_SHINE 0.1000
540			*MATERIAL_SHINESTRENGTH 0.0000
541			*MATERIAL_TRANSPARENCY 0.0000
542			*MATERIAL_WIRESIZE 1.0000
543			*MATERIAL_SHADING Blinn
544			*MATERIAL_XP_FALLOFF 0.0000
545			*MATERIAL_SELFILLUM 0.0000
546			*MATERIAL_FALLOFF In
547			*MATERIAL_XP_TYPE Filter
548			*MAP_DIFFUSE {
549				*MAP_NAME "Map #7"
550				*MAP_CLASS "Bitmap"
551				*MAP_SUBNO 1
552				*MAP_AMOUNT 1.0000
553				*BITMAP "C:\Brain\Strategy\textures\white.bmp"
554				*MAP_TYPE Screen
555				*UVW_U_OFFSET 0.0000
556				*UVW_V_OFFSET 0.0000
557				*UVW_U_TILING 1.0000
558				*UVW_V_TILING 1.0000
559				*UVW_ANGLE 0.0000
560				*UVW_BLUR 1.0000
561				*UVW_BLUR_OFFSET 0.0000
562				*UVW_NOUSE_AMT 1.0000
563				*UVW_NOISE_SIZE 1.0000
564				*UVW_NOISE_LEVEL 1
565				*UVW_NOISE_PHASE 0.0000
566				*BITMAP_FILTER Pyramidal
567			}
568		}
569	}
570	*MATERIAL 2 {
571		*MATERIAL_NAME "Material #257"
572		*MATERIAL_CLASS "Multi/Sub-Object"
573		*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
574		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
575		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
576		*MATERIAL_SHINE 0.1000
577		*MATERIAL_SHINESTRENGTH 0.0000
578		*MATERIAL_TRANSPARENCY 0.0000
579		*MATERIAL_WIRESIZE 1.0000
580		*NUMSUBMTLS 7
581		*SUBMATERIAL 0 {
582			*MATERIAL_NAME "Material #29"
583			*MATERIAL_CLASS "Standard"
584			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
585			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
586			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
587			*MATERIAL_SHINE 0.1000
588			*MATERIAL_SHINESTRENGTH 0.0000
589			*MATERIAL_TRANSPARENCY 0.0000
590			*MATERIAL_WIRESIZE 1.0000
591			*MATERIAL_SHADING Blinn
592			*MATERIAL_XP_FALLOFF 0.0000
593			*MATERIAL_SELFILLUM 0.0000
594			*MATERIAL_FALLOFF In
595			*MATERIAL_XP_TYPE Filter
596			*MAP_DIFFUSE {
597				*MAP_NAME "Map #5"
598				*MAP_CLASS "Bitmap"
599				*MAP_SUBNO 1
600				*MAP_AMOUNT 1.0000
601				*BITMAP "C:\Brain\Strategy\textures\erobot2.bmp"
602				*MAP_TYPE Screen
603				*UVW_U_OFFSET 0.0000
604				*UVW_V_OFFSET 0.0000
605				*UVW_U_TILING 1.0000
606				*UVW_V_TILING 1.0000
607				*UVW_ANGLE 0.0000
608				*UVW_BLUR 1.0000
609				*UVW_BLUR_OFFSET 0.0000
610				*UVW_NOUSE_AMT 1.0000
611				*UVW_NOISE_SIZE 1.0000
612				*UVW_NOISE_LEVEL 1
613				*UVW_NOISE_PHASE 0.0000
614				*BITMAP_FILTER Pyramidal
615			}
616		}
617		*SUBMATERIAL 1 {
618			*MATERIAL_NAME "Material #53"
619			*MATERIAL_CLASS "Standard"
620			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
621			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
622			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
623			*MATERIAL_SHINE 0.1000
624			*MATERIAL_SHINESTRENGTH 0.0000
625			*MATERIAL_TRANSPARENCY 0.0000
626			*MATERIAL_WIRESIZE 1.0000
627			*MATERIAL_SHADING Blinn
628			*MATERIAL_XP_FALLOFF 0.0000
629			*MATERIAL_SELFILLUM 0.0000
630			*MATERIAL_FALLOFF In
631			*MATERIAL_XP_TYPE Filter
632			*MAP_DIFFUSE {
633				*MAP_NAME "Map #7"
634				*MAP_CLASS "Bitmap"
635				*MAP_SUBNO 1
636				*MAP_AMOUNT 1.0000
637				*BITMAP "C:\Brain\Strategy\textures\white.bmp"
638				*MAP_TYPE Screen
639				*UVW_U_OFFSET 0.0000
640				*UVW_V_OFFSET 0.0000
641				*UVW_U_TILING 1.0000
642				*UVW_V_TILING 1.0000
643				*UVW_ANGLE 0.0000
644				*UVW_BLUR 1.0000
645				*UVW_BLUR_OFFSET 0.0000
646				*UVW_NOUSE_AMT 1.0000
647				*UVW_NOISE_SIZE 1.0000
648				*UVW_NOISE_LEVEL 1
649				*UVW_NOISE_PHASE 0.0000
650				*BITMAP_FILTER Pyramidal
651			}
652		}
653		*SUBMATERIAL 2 {
654			*MATERIAL_NAME "Material #53"
655			*MATERIAL_CLASS "Standard"
656			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
657			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
658			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
659			*MATERIAL_SHINE 0.1000
660			*MATERIAL_SHINESTRENGTH 0.0000
661			*MATERIAL_TRANSPARENCY 0.0000
662			*MATERIAL_WIRESIZE 1.0000
663			*MATERIAL_SHADING Blinn
664			*MATERIAL_XP_FALLOFF 0.0000
665			*MATERIAL_SELFILLUM 0.0000
666			*MATERIAL_FALLOFF In
667			*MATERIAL_XP_TYPE Filter
668			*MAP_DIFFUSE {
669				*MAP_NAME "Map #7"
670				*MAP_CLASS "Bitmap"
671				*MAP_SUBNO 1
672				*MAP_AMOUNT 1.0000
673				*BITMAP "C:\Brain\Strategy\textures\white.bmp"
674				*MAP_TYPE Screen
675				*UVW_U_OFFSET 0.0000
676				*UVW_V_OFFSET 0.0000
677				*UVW_U_TILING 1.0000
678				*UVW_V_TILING 1.0000
679				*UVW_ANGLE 0.0000
680				*UVW_BLUR 1.0000
681				*UVW_BLUR_OFFSET 0.0000
682				*UVW_NOUSE_AMT 1.0000
683				*UVW_NOISE_SIZE 1.0000
684				*UVW_NOISE_LEVEL 1
685				*UVW_NOISE_PHASE 0.0000
686				*BITMAP_FILTER Pyramidal
687			}
688		}
689		*SUBMATERIAL 3 {
690			*MATERIAL_NAME "Material #52"
691			*MATERIAL_CLASS "Standard"
692			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
693			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
694			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
695			*MATERIAL_SHINE 0.1000
696			*MATERIAL_SHINESTRENGTH 0.0000
697			*MATERIAL_TRANSPARENCY 0.0000
698			*MATERIAL_WIRESIZE 1.0000
699			*MATERIAL_SHADING Blinn
700			*MATERIAL_XP_FALLOFF 0.0000
701			*MATERIAL_SELFILLUM 0.0000
702			*MATERIAL_FALLOFF In
703			*MATERIAL_XP_TYPE Filter
704			*MAP_DIFFUSE {
705				*MAP_NAME "Map #6"
706				*MAP_CLASS "Bitmap"
707				*MAP_SUBNO 1
708				*MAP_AMOUNT 1.0000
709				*BITMAP "C:\Brain\Strategy\textures\black.bmp"
710				*MAP_TYPE Screen
711				*UVW_U_OFFSET 0.0000
712				*UVW_V_OFFSET 0.0000
713				*UVW_U_TILING 1.0000
714				*UVW_V_TILING 1.0000
715				*UVW_ANGLE 0.0000
716				*UVW_BLUR 1.0000
717				*UVW_BLUR_OFFSET 0.0000
718				*UVW_NOUSE_AMT 1.0000
719				*UVW_NOISE_SIZE 1.0000
720				*UVW_NOISE_LEVEL 1
721				*UVW_NOISE_PHASE 0.0000
722				*BITMAP_FILTER Pyramidal
723			}
724		}
725		*SUBMATERIAL 4 {
726			*MATERIAL_NAME "Material #53"
727			*MATERIAL_CLASS "Standard"
728			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
729			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
730			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
731			*MATERIAL_SHINE 0.1000
732			*MATERIAL_SHINESTRENGTH 0.0000
733			*MATERIAL_TRANSPARENCY 0.0000
734			*MATERIAL_WIRESIZE 1.0000
735			*MATERIAL_SHADING Blinn
736			*MATERIAL_XP_FALLOFF 0.0000
737			*MATERIAL_SELFILLUM 0.0000
738			*MATERIAL_FALLOFF In
739			*MATERIAL_XP_TYPE Filter
740			*MAP_DIFFUSE {
741				*MAP_NAME "Map #7"
742				*MAP_CLASS "Bitmap"
743				*MAP_SUBNO 1
744				*MAP_AMOUNT 1.0000
745				*BITMAP "C:\Brain\Strategy\textures\white.bmp"
746				*MAP_TYPE Screen
747				*UVW_U_OFFSET 0.0000
748				*UVW_V_OFFSET 0.0000
749				*UVW_U_TILING 1.0000
750				*UVW_V_TILING 1.0000
751				*UVW_ANGLE 0.0000
752				*UVW_BLUR 1.0000
753				*UVW_BLUR_OFFSET 0.0000
754				*UVW_NOUSE_AMT 1.0000
755				*UVW_NOISE_SIZE 1.0000
756				*UVW_NOISE_LEVEL 1
757				*UVW_NOISE_PHASE 0.0000
758				*BITMAP_FILTER Pyramidal
759			}
760		}
761		*SUBMATERIAL 5 {
762			*MATERIAL_NAME "Material #53"
763			*MATERIAL_CLASS "Standard"
764			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
765			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
766			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
767			*MATERIAL_SHINE 0.1000
768			*MATERIAL_SHINESTRENGTH 0.0000
769			*MATERIAL_TRANSPARENCY 0.0000
770			*MATERIAL_WIRESIZE 1.0000
771			*MATERIAL_SHADING Blinn
772			*MATERIAL_XP_FALLOFF 0.0000
773			*MATERIAL_SELFILLUM 0.0000
774			*MATERIAL_FALLOFF In
775			*MATERIAL_XP_TYPE Filter
776			*MAP_DIFFUSE {
777				*MAP_NAME "Map #7"
778				*MAP_CLASS "Bitmap"
779				*MAP_SUBNO 1
780				*MAP_AMOUNT 1.0000
781				*BITMAP "C:\Brain\Strategy\textures\white.bmp"
782				*MAP_TYPE Screen
783				*UVW_U_OFFSET 0.0000
784				*UVW_V_OFFSET 0.0000
785				*UVW_U_TILING 1.0000
786				*UVW_V_TILING 1.0000
787				*UVW_ANGLE 0.0000
788				*UVW_BLUR 1.0000
789				*UVW_BLUR_OFFSET 0.0000
790				*UVW_NOUSE_AMT 1.0000
791				*UVW_NOISE_SIZE 1.0000
792				*UVW_NOISE_LEVEL 1
793				*UVW_NOISE_PHASE 0.0000
794				*BITMAP_FILTER Pyramidal
795			}
796		}
797		*SUBMATERIAL 6 {
798			*MATERIAL_NAME "Material #52"
799			*MATERIAL_CLASS "Standard"
800			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
801			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
802			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
803			*MATERIAL_SHINE 0.1000
804			*MATERIAL_SHINESTRENGTH 0.0000
805			*MATERIAL_TRANSPARENCY 0.0000
806			*MATERIAL_WIRESIZE 1.0000
807			*MATERIAL_SHADING Blinn
808			*MATERIAL_XP_FALLOFF 0.0000
809			*MATERIAL_SELFILLUM 0.0000
810			*MATERIAL_FALLOFF In
811			*MATERIAL_XP_TYPE Filter
812			*MAP_DIFFUSE {
813				*MAP_NAME "Map #6"
814				*MAP_CLASS "Bitmap"
815				*MAP_SUBNO 1
816				*MAP_AMOUNT 1.0000
817				*BITMAP "C:\Brain\Strategy\textures\black.bmp"
818				*MAP_TYPE Screen
819				*UVW_U_OFFSET 0.0000
820				*UVW_V_OFFSET 0.0000
821				*UVW_U_TILING 1.0000
822				*UVW_V_TILING 1.0000
823				*UVW_ANGLE 0.0000
824				*UVW_BLUR 1.0000
825				*UVW_BLUR_OFFSET 0.0000
826				*UVW_NOUSE_AMT 1.0000
827				*UVW_NOISE_SIZE 1.0000
828				*UVW_NOISE_LEVEL 1
829				*UVW_NOISE_PHASE 0.0000
830				*BITMAP_FILTER Pyramidal
831			}
832		}
833	}
834	*MATERIAL 3 {
835		*MATERIAL_NAME "Material #284"
836		*MATERIAL_CLASS "Multi/Sub-Object"
837		*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
838		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
839		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
840		*MATERIAL_SHINE 0.1000
841		*MATERIAL_SHINESTRENGTH 0.0000
842		*MATERIAL_TRANSPARENCY 0.0000
843		*MATERIAL_WIRESIZE 1.0000
844		*NUMSUBMTLS 3
845		*SUBMATERIAL 0 {
846			*MATERIAL_NAME "Material #52"
847			*MATERIAL_CLASS "Standard"
848			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
849			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
850			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
851			*MATERIAL_SHINE 0.1000
852			*MATERIAL_SHINESTRENGTH 0.0000
853			*MATERIAL_TRANSPARENCY 0.0000
854			*MATERIAL_WIRESIZE 1.0000
855			*MATERIAL_SHADING Blinn
856			*MATERIAL_XP_FALLOFF 0.0000
857			*MATERIAL_SELFILLUM 0.0000
858			*MATERIAL_FALLOFF In
859			*MATERIAL_XP_TYPE Filter
860			*MAP_DIFFUSE {
861				*MAP_NAME "Map #6"
862				*MAP_CLASS "Bitmap"
863				*MAP_SUBNO 1
864				*MAP_AMOUNT 1.0000
865				*BITMAP "C:\Brain\Strategy\textures\black.bmp"
866				*MAP_TYPE Screen
867				*UVW_U_OFFSET 0.0000
868				*UVW_V_OFFSET 0.0000
869				*UVW_U_TILING 1.0000
870				*UVW_V_TILING 1.0000
871				*UVW_ANGLE 0.0000
872				*UVW_BLUR 1.0000
873				*UVW_BLUR_OFFSET 0.0000
874				*UVW_NOUSE_AMT 1.0000
875				*UVW_NOISE_SIZE 1.0000
876				*UVW_NOISE_LEVEL 1
877				*UVW_NOISE_PHASE 0.0000
878				*BITMAP_FILTER Pyramidal
879			}
880		}
881		*SUBMATERIAL 1 {
882			*MATERIAL_NAME "Material #53"
883			*MATERIAL_CLASS "Standard"
884			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
885			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
886			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
887			*MATERIAL_SHINE 0.1000
888			*MATERIAL_SHINESTRENGTH 0.0000
889			*MATERIAL_TRANSPARENCY 0.0000
890			*MATERIAL_WIRESIZE 1.0000
891			*MATERIAL_SHADING Blinn
892			*MATERIAL_XP_FALLOFF 0.0000
893			*MATERIAL_SELFILLUM 0.0000
894			*MATERIAL_FALLOFF In
895			*MATERIAL_XP_TYPE Filter
896			*MAP_DIFFUSE {
897				*MAP_NAME "Map #7"
898				*MAP_CLASS "Bitmap"
899				*MAP_SUBNO 1
900				*MAP_AMOUNT 1.0000
901				*BITMAP "C:\Brain\Strategy\textures\white.bmp"
902				*MAP_TYPE Screen
903				*UVW_U_OFFSET 0.0000
904				*UVW_V_OFFSET 0.0000
905				*UVW_U_TILING 1.0000
906				*UVW_V_TILING 1.0000
907				*UVW_ANGLE 0.0000
908				*UVW_BLUR 1.0000
909				*UVW_BLUR_OFFSET 0.0000
910				*UVW_NOUSE_AMT 1.0000
911				*UVW_NOISE_SIZE 1.0000
912				*UVW_NOISE_LEVEL 1
913				*UVW_NOISE_PHASE 0.0000
914				*BITMAP_FILTER Pyramidal
915			}
916		}
917		*SUBMATERIAL 2 {
918			*MATERIAL_NAME "Material #29"
919			*MATERIAL_CLASS "Standard"
920			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
921			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
922			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
923			*MATERIAL_SHINE 0.1000
924			*MATERIAL_SHINESTRENGTH 0.0000
925			*MATERIAL_TRANSPARENCY 0.0000
926			*MATERIAL_WIRESIZE 1.0000
927			*MATERIAL_SHADING Blinn
928			*MATERIAL_XP_FALLOFF 0.0000
929			*MATERIAL_SELFILLUM 0.0000
930			*MATERIAL_FALLOFF In
931			*MATERIAL_XP_TYPE Filter
932			*MAP_DIFFUSE {
933				*MAP_NAME "Map #5"
934				*MAP_CLASS "Bitmap"
935				*MAP_SUBNO 1
936				*MAP_AMOUNT 1.0000
937				*BITMAP "C:\Brain\Strategy\textures\erobot2.bmp"
938				*MAP_TYPE Screen
939				*UVW_U_OFFSET 0.0000
940				*UVW_V_OFFSET 0.0000
941				*UVW_U_TILING 1.0000
942				*UVW_V_TILING 1.0000
943				*UVW_ANGLE 0.0000
944				*UVW_BLUR 1.0000
945				*UVW_BLUR_OFFSET 0.0000
946				*UVW_NOUSE_AMT 1.0000
947				*UVW_NOISE_SIZE 1.0000
948				*UVW_NOISE_LEVEL 1
949				*UVW_NOISE_PHASE 0.0000
950				*BITMAP_FILTER Pyramidal
951			}
952		}
953	}
954	*MATERIAL 4 {
955		*MATERIAL_NAME "Material #328"
956		*MATERIAL_CLASS "Multi/Sub-Object"
957		*MATERIAL_AMBIENT 0.5880	0.5880	0.5880
958		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
959		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
960		*MATERIAL_SHINE 0.1000
961		*MATERIAL_SHINESTRENGTH 0.0000
962		*MATERIAL_TRANSPARENCY 0.0000
963		*MATERIAL_WIRESIZE 1.0000
964		*NUMSUBMTLS 5
965		*SUBMATERIAL 0 {
966			*MATERIAL_NAME "Material #296"
967			*MATERIAL_CLASS "Standard"
968			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
969			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
970			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
971			*MATERIAL_SHINE 0.1000
972			*MATERIAL_SHINESTRENGTH 0.0000
973			*MATERIAL_TRANSPARENCY 0.0000
974			*MATERIAL_WIRESIZE 1.0000
975			*MATERIAL_SHADING Blinn
976			*MATERIAL_XP_FALLOFF 0.0000
977			*MATERIAL_SELFILLUM 0.0000
978			*MATERIAL_FALLOFF In
979			*MATERIAL_XP_TYPE Filter
980			*MAP_DIFFUSE {
981				*MAP_NAME "Map #8"
982				*MAP_CLASS "Bitmap"
983				*MAP_SUBNO 1
984				*MAP_AMOUNT 1.0000
985				*BITMAP "C:\Brain\Strategy\textures\nuclear.bmp"
986				*MAP_TYPE Screen
987				*UVW_U_OFFSET 0.0000
988				*UVW_V_OFFSET 0.0000
989				*UVW_U_TILING 1.0000
990				*UVW_V_TILING 1.0000
991				*UVW_ANGLE 0.0000
992				*UVW_BLUR 1.0000
993				*UVW_BLUR_OFFSET 0.0000
994				*UVW_NOUSE_AMT 1.0000
995				*UVW_NOISE_SIZE 1.0000
996				*UVW_NOISE_LEVEL 1
997				*UVW_NOISE_PHASE 0.0000
998				*BITMAP_FILTER Pyramidal
999			}
1000		}
1001		*SUBMATERIAL 1 {
1002			*MATERIAL_NAME "Material #286"
1003			*MATERIAL_CLASS "Standard"
1004			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1005			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1006			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1007			*MATERIAL_SHINE 0.1000
1008			*MATERIAL_SHINESTRENGTH 0.0000
1009			*MATERIAL_TRANSPARENCY 0.0000
1010			*MATERIAL_WIRESIZE 1.0000
1011			*MATERIAL_SHADING Blinn
1012			*MATERIAL_XP_FALLOFF 0.0000
1013			*MATERIAL_SELFILLUM 0.0000
1014			*MATERIAL_FALLOFF In
1015			*MATERIAL_XP_TYPE Filter
1016		}
1017		*SUBMATERIAL 2 {
1018			*MATERIAL_NAME "Material #287"
1019			*MATERIAL_CLASS "Standard"
1020			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1021			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1022			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1023			*MATERIAL_SHINE 0.1000
1024			*MATERIAL_SHINESTRENGTH 0.0000
1025			*MATERIAL_TRANSPARENCY 0.0000
1026			*MATERIAL_WIRESIZE 1.0000
1027			*MATERIAL_SHADING Blinn
1028			*MATERIAL_XP_FALLOFF 0.0000
1029			*MATERIAL_SELFILLUM 0.0000
1030			*MATERIAL_FALLOFF In
1031			*MATERIAL_XP_TYPE Filter
1032		}
1033		*SUBMATERIAL 3 {
1034			*MATERIAL_NAME "Material #29"
1035			*MATERIAL_CLASS "Standard"
1036			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1037			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1038			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1039			*MATERIAL_SHINE 0.1000
1040			*MATERIAL_SHINESTRENGTH 0.0000
1041			*MATERIAL_TRANSPARENCY 0.0000
1042			*MATERIAL_WIRESIZE 1.0000
1043			*MATERIAL_SHADING Blinn
1044			*MATERIAL_XP_FALLOFF 0.0000
1045			*MATERIAL_SELFILLUM 0.0000
1046			*MATERIAL_FALLOFF In
1047			*MATERIAL_XP_TYPE Filter
1048			*MAP_DIFFUSE {
1049				*MAP_NAME "Map #5"
1050				*MAP_CLASS "Bitmap"
1051				*MAP_SUBNO 1
1052				*MAP_AMOUNT 1.0000
1053				*BITMAP "C:\Brain\Strategy\textures\erobot2.bmp"
1054				*MAP_TYPE Screen
1055				*UVW_U_OFFSET 0.0000
1056				*UVW_V_OFFSET 0.0000
1057				*UVW_U_TILING 1.0000
1058				*UVW_V_TILING 1.0000
1059				*UVW_ANGLE 0.0000
1060				*UVW_BLUR 1.0000
1061				*UVW_BLUR_OFFSET 0.0000
1062				*UVW_NOUSE_AMT 1.0000
1063				*UVW_NOISE_SIZE 1.0000
1064				*UVW_NOISE_LEVEL 1
1065				*UVW_NOISE_PHASE 0.0000
1066				*BITMAP_FILTER Pyramidal
1067			}
1068		}
1069		*SUBMATERIAL 4 {
1070			*MATERIAL_NAME "Material #52"
1071			*MATERIAL_CLASS "Standard"
1072			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1073			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1074			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1075			*MATERIAL_SHINE 0.1000
1076			*MATERIAL_SHINESTRENGTH 0.0000
1077			*MATERIAL_TRANSPARENCY 0.0000
1078			*MATERIAL_WIRESIZE 1.0000
1079			*MATERIAL_SHADING Blinn
1080			*MATERIAL_XP_FALLOFF 0.0000
1081			*MATERIAL_SELFILLUM 0.0000
1082			*MATERIAL_FALLOFF In
1083			*MATERIAL_XP_TYPE Filter
1084			*MAP_DIFFUSE {
1085				*MAP_NAME "Map #6"
1086				*MAP_CLASS "Bitmap"
1087				*MAP_SUBNO 1
1088				*MAP_AMOUNT 1.0000
1089				*BITMAP "C:\Brain\Strategy\textures\black.bmp"
1090				*MAP_TYPE Screen
1091				*UVW_U_OFFSET 0.0000
1092				*UVW_V_OFFSET 0.0000
1093				*UVW_U_TILING 1.0000
1094				*UVW_V_TILING 1.0000
1095				*UVW_ANGLE 0.0000
1096				*UVW_BLUR 1.0000
1097				*UVW_BLUR_OFFSET 0.0000
1098				*UVW_NOUSE_AMT 1.0000
1099				*UVW_NOISE_SIZE 1.0000
1100				*UVW_NOISE_LEVEL 1
1101				*UVW_NOISE_PHASE 0.0000
1102				*BITMAP_FILTER Pyramidal
1103			}
1104		}
1105	}
1106	*MATERIAL 5 {
1107		*MATERIAL_NAME "Material #382"
1108		*MATERIAL_CLASS "Multi/Sub-Object"
1109		*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1110		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1111		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1112		*MATERIAL_SHINE 0.1000
1113		*MATERIAL_SHINESTRENGTH 0.0000
1114		*MATERIAL_TRANSPARENCY 0.0000
1115		*MATERIAL_WIRESIZE 1.0000
1116		*NUMSUBMTLS 3
1117		*SUBMATERIAL 0 {
1118			*MATERIAL_NAME "Material #53"
1119			*MATERIAL_CLASS "Standard"
1120			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1121			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1122			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1123			*MATERIAL_SHINE 0.1000
1124			*MATERIAL_SHINESTRENGTH 0.0000
1125			*MATERIAL_TRANSPARENCY 0.0000
1126			*MATERIAL_WIRESIZE 1.0000
1127			*MATERIAL_SHADING Blinn
1128			*MATERIAL_XP_FALLOFF 0.0000
1129			*MATERIAL_SELFILLUM 0.0000
1130			*MATERIAL_FALLOFF In
1131			*MATERIAL_XP_TYPE Filter
1132			*MAP_DIFFUSE {
1133				*MAP_NAME "Map #7"
1134				*MAP_CLASS "Bitmap"
1135				*MAP_SUBNO 1
1136				*MAP_AMOUNT 1.0000
1137				*BITMAP "C:\Brain\Strategy\textures\white.bmp"
1138				*MAP_TYPE Screen
1139				*UVW_U_OFFSET 0.0000
1140				*UVW_V_OFFSET 0.0000
1141				*UVW_U_TILING 1.0000
1142				*UVW_V_TILING 1.0000
1143				*UVW_ANGLE 0.0000
1144				*UVW_BLUR 1.0000
1145				*UVW_BLUR_OFFSET 0.0000
1146				*UVW_NOUSE_AMT 1.0000
1147				*UVW_NOISE_SIZE 1.0000
1148				*UVW_NOISE_LEVEL 1
1149				*UVW_NOISE_PHASE 0.0000
1150				*BITMAP_FILTER Pyramidal
1151			}
1152		}
1153		*SUBMATERIAL 1 {
1154			*MATERIAL_NAME "Material #52"
1155			*MATERIAL_CLASS "Standard"
1156			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1157			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1158			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1159			*MATERIAL_SHINE 0.1000
1160			*MATERIAL_SHINESTRENGTH 0.0000
1161			*MATERIAL_TRANSPARENCY 0.0000
1162			*MATERIAL_WIRESIZE 1.0000
1163			*MATERIAL_SHADING Blinn
1164			*MATERIAL_XP_FALLOFF 0.0000
1165			*MATERIAL_SELFILLUM 0.0000
1166			*MATERIAL_FALLOFF In
1167			*MATERIAL_XP_TYPE Filter
1168			*MAP_DIFFUSE {
1169				*MAP_NAME "Map #6"
1170				*MAP_CLASS "Bitmap"
1171				*MAP_SUBNO 1
1172				*MAP_AMOUNT 1.0000
1173				*BITMAP "C:\Brain\Strategy\textures\black.bmp"
1174				*MAP_TYPE Screen
1175				*UVW_U_OFFSET 0.0000
1176				*UVW_V_OFFSET 0.0000
1177				*UVW_U_TILING 1.0000
1178				*UVW_V_TILING 1.0000
1179				*UVW_ANGLE 0.0000
1180				*UVW_BLUR 1.0000
1181				*UVW_BLUR_OFFSET 0.0000
1182				*UVW_NOUSE_AMT 1.0000
1183				*UVW_NOISE_SIZE 1.0000
1184				*UVW_NOISE_LEVEL 1
1185				*UVW_NOISE_PHASE 0.0000
1186				*BITMAP_FILTER Pyramidal
1187			}
1188		}
1189		*SUBMATERIAL 2 {
1190			*MATERIAL_NAME "Material #29"
1191			*MATERIAL_CLASS "Standard"
1192			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1193			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1194			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1195			*MATERIAL_SHINE 0.1000
1196			*MATERIAL_SHINESTRENGTH 0.0000
1197			*MATERIAL_TRANSPARENCY 0.0000
1198			*MATERIAL_WIRESIZE 1.0000
1199			*MATERIAL_SHADING Blinn
1200			*MATERIAL_XP_FALLOFF 0.0000
1201			*MATERIAL_SELFILLUM 0.0000
1202			*MATERIAL_FALLOFF In
1203			*MATERIAL_XP_TYPE Filter
1204			*MAP_DIFFUSE {
1205				*MAP_NAME "Map #5"
1206				*MAP_CLASS "Bitmap"
1207				*MAP_SUBNO 1
1208				*MAP_AMOUNT 1.0000
1209				*BITMAP "C:\Brain\Strategy\textures\erobot2.bmp"
1210				*MAP_TYPE Screen
1211				*UVW_U_OFFSET 0.0000
1212				*UVW_V_OFFSET 0.0000
1213				*UVW_U_TILING 1.0000
1214				*UVW_V_TILING 1.0000
1215				*UVW_ANGLE 0.0000
1216				*UVW_BLUR 1.0000
1217				*UVW_BLUR_OFFSET 0.0000
1218				*UVW_NOUSE_AMT 1.0000
1219				*UVW_NOISE_SIZE 1.0000
1220				*UVW_NOISE_LEVEL 1
1221				*UVW_NOISE_PHASE 0.0000
1222				*BITMAP_FILTER Pyramidal
1223			}
1224		}
1225	}
1226	*MATERIAL 6 {
1227		*MATERIAL_NAME "Material #404"
1228		*MATERIAL_CLASS "Multi/Sub-Object"
1229		*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1230		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1231		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1232		*MATERIAL_SHINE 0.1000
1233		*MATERIAL_SHINESTRENGTH 0.0000
1234		*MATERIAL_TRANSPARENCY 0.0000
1235		*MATERIAL_WIRESIZE 1.0000
1236		*NUMSUBMTLS 2
1237		*SUBMATERIAL 0 {
1238			*MATERIAL_NAME "Material #29"
1239			*MATERIAL_CLASS "Standard"
1240			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1241			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1242			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1243			*MATERIAL_SHINE 0.1000
1244			*MATERIAL_SHINESTRENGTH 0.0000
1245			*MATERIAL_TRANSPARENCY 0.0000
1246			*MATERIAL_WIRESIZE 1.0000
1247			*MATERIAL_SHADING Blinn
1248			*MATERIAL_XP_FALLOFF 0.0000
1249			*MATERIAL_SELFILLUM 0.0000
1250			*MATERIAL_FALLOFF In
1251			*MATERIAL_XP_TYPE Filter
1252			*MAP_DIFFUSE {
1253				*MAP_NAME "Map #5"
1254				*MAP_CLASS "Bitmap"
1255				*MAP_SUBNO 1
1256				*MAP_AMOUNT 1.0000
1257				*BITMAP "C:\Brain\Strategy\textures\erobot2.bmp"
1258				*MAP_TYPE Screen
1259				*UVW_U_OFFSET 0.0000
1260				*UVW_V_OFFSET 0.0000
1261				*UVW_U_TILING 1.0000
1262				*UVW_V_TILING 1.0000
1263				*UVW_ANGLE 0.0000
1264				*UVW_BLUR 1.0000
1265				*UVW_BLUR_OFFSET 0.0000
1266				*UVW_NOUSE_AMT 1.0000
1267				*UVW_NOISE_SIZE 1.0000
1268				*UVW_NOISE_LEVEL 1
1269				*UVW_NOISE_PHASE 0.0000
1270				*BITMAP_FILTER Pyramidal
1271			}
1272		}
1273		*SUBMATERIAL 1 {
1274			*MATERIAL_NAME "Material #28"
1275			*MATERIAL_CLASS "Standard"
1276			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1277			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1278			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1279			*MATERIAL_SHINE 0.1000
1280			*MATERIAL_SHINESTRENGTH 0.0000
1281			*MATERIAL_TRANSPARENCY 0.0000
1282			*MATERIAL_WIRESIZE 1.0000
1283			*MATERIAL_SHADING Blinn
1284			*MATERIAL_XP_FALLOFF 0.0000
1285			*MATERIAL_SELFILLUM 0.0000
1286			*MATERIAL_FALLOFF In
1287			*MATERIAL_XP_TYPE Filter
1288			*MAP_DIFFUSE {
1289				*MAP_NAME "Map #4"
1290				*MAP_CLASS "Bitmap"
1291				*MAP_SUBNO 1
1292				*MAP_AMOUNT 1.0000
1293				*BITMAP "C:\Brain\Strategy\textures\erobot1.bmp"
1294				*MAP_TYPE Screen
1295				*UVW_U_OFFSET 0.0000
1296				*UVW_V_OFFSET 0.0000
1297				*UVW_U_TILING 1.0000
1298				*UVW_V_TILING 1.0000
1299				*UVW_ANGLE 0.0000
1300				*UVW_BLUR 1.0000
1301				*UVW_BLUR_OFFSET 0.0000
1302				*UVW_NOUSE_AMT 1.0000
1303				*UVW_NOISE_SIZE 1.0000
1304				*UVW_NOISE_LEVEL 1
1305				*UVW_NOISE_PHASE 0.0000
1306				*BITMAP_FILTER Pyramidal
1307			}
1308		}
1309	}
1310	*MATERIAL 7 {
1311		*MATERIAL_NAME "Material #393"
1312		*MATERIAL_CLASS "Multi/Sub-Object"
1313		*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1314		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1315		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1316		*MATERIAL_SHINE 0.1000
1317		*MATERIAL_SHINESTRENGTH 0.0000
1318		*MATERIAL_TRANSPARENCY 0.0000
1319		*MATERIAL_WIRESIZE 1.0000
1320		*NUMSUBMTLS 2
1321		*SUBMATERIAL 0 {
1322			*MATERIAL_NAME "Material #29"
1323			*MATERIAL_CLASS "Standard"
1324			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1325			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1326			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1327			*MATERIAL_SHINE 0.1000
1328			*MATERIAL_SHINESTRENGTH 0.0000
1329			*MATERIAL_TRANSPARENCY 0.0000
1330			*MATERIAL_WIRESIZE 1.0000
1331			*MATERIAL_SHADING Blinn
1332			*MATERIAL_XP_FALLOFF 0.0000
1333			*MATERIAL_SELFILLUM 0.0000
1334			*MATERIAL_FALLOFF In
1335			*MATERIAL_XP_TYPE Filter
1336			*MAP_DIFFUSE {
1337				*MAP_NAME "Map #5"
1338				*MAP_CLASS "Bitmap"
1339				*MAP_SUBNO 1
1340				*MAP_AMOUNT 1.0000
1341				*BITMAP "C:\Brain\Strategy\textures\erobot2.bmp"
1342				*MAP_TYPE Screen
1343				*UVW_U_OFFSET 0.0000
1344				*UVW_V_OFFSET 0.0000
1345				*UVW_U_TILING 1.0000
1346				*UVW_V_TILING 1.0000
1347				*UVW_ANGLE 0.0000
1348				*UVW_BLUR 1.0000
1349				*UVW_BLUR_OFFSET 0.0000
1350				*UVW_NOUSE_AMT 1.0000
1351				*UVW_NOISE_SIZE 1.0000
1352				*UVW_NOISE_LEVEL 1
1353				*UVW_NOISE_PHASE 0.0000
1354				*BITMAP_FILTER Pyramidal
1355			}
1356		}
1357		*SUBMATERIAL 1 {
1358			*MATERIAL_NAME "Material #28"
1359			*MATERIAL_CLASS "Standard"
1360			*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1361			*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1362			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1363			*MATERIAL_SHINE 0.1000
1364			*MATERIAL_SHINESTRENGTH 0.0000
1365			*MATERIAL_TRANSPARENCY 0.0000
1366			*MATERIAL_WIRESIZE 1.0000
1367			*MATERIAL_SHADING Blinn
1368			*MATERIAL_XP_FALLOFF 0.0000
1369			*MATERIAL_SELFILLUM 0.0000
1370			*MATERIAL_FALLOFF In
1371			*MATERIAL_XP_TYPE Filter
1372			*MAP_DIFFUSE {
1373				*MAP_NAME "Map #4"
1374				*MAP_CLASS "Bitmap"
1375				*MAP_SUBNO 1
1376				*MAP_AMOUNT 1.0000
1377				*BITMAP "C:\Brain\Strategy\textures\erobot1.bmp"
1378				*MAP_TYPE Screen
1379				*UVW_U_OFFSET 0.0000
1380				*UVW_V_OFFSET 0.0000
1381				*UVW_U_TILING 1.0000
1382				*UVW_V_TILING 1.0000
1383				*UVW_ANGLE 0.0000
1384				*UVW_BLUR 1.0000
1385				*UVW_BLUR_OFFSET 0.0000
1386				*UVW_NOUSE_AMT 1.0000
1387				*UVW_NOISE_SIZE 1.0000
1388				*UVW_NOISE_LEVEL 1
1389				*UVW_NOISE_PHASE 0.0000
1390				*BITMAP_FILTER Pyramidal
1391			}
1392		}
1393	}
1394	*MATERIAL 8 {
1395		*MATERIAL_NAME "Material #29"
1396		*MATERIAL_CLASS "Standard"
1397		*MATERIAL_AMBIENT 0.0000	0.0000	0.0000
1398		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
1399		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
1400		*MATERIAL_SHINE 0.1000
1401		*MATERIAL_SHINESTRENGTH 0.0000
1402		*MATERIAL_TRANSPARENCY 0.0000
1403		*MATERIAL_WIRESIZE 1.0000
1404		*MATERIAL_SHADING Blinn
1405		*MATERIAL_XP_FALLOFF 0.0000
1406		*MATERIAL_SELFILLUM 0.0000
1407		*MATERIAL_FALLOFF In
1408		*MATERIAL_XP_TYPE Filter
1409		*MAP_DIFFUSE {
1410			*MAP_NAME "Map #5"
1411			*MAP_CLASS "Bitmap"
1412			*MAP_SUBNO 1
1413			*MAP_AMOUNT 1.0000
1414			*BITMAP "C:\Brain\Strategy\textures\erobot2.bmp"
1415			*MAP_TYPE Screen
1416			*UVW_U_OFFSET 0.0000
1417			*UVW_V_OFFSET 0.0000
1418			*UVW_U_TILING 1.0000
1419			*UVW_V_TILING 1.0000
1420			*UVW_ANGLE 0.0000
1421			*UVW_BLUR 1.0000
1422			*UVW_BLUR_OFFSET 0.0000
1423			*UVW_NOUSE_AMT 1.0000
1424			*UVW_NOISE_SIZE 1.0000
1425			*UVW_NOISE_LEVEL 1
1426			*UVW_NOISE_PHASE 0.0000
1427			*BITMAP_FILTER Pyramidal
1428		}
1429	}
1430}
1431*GEOMOBJECT {
1432	*NODE_NAME "Line02"
1433	*NODE_TM {
1434		*NODE_NAME "Line02"
1435		*INHERIT_POS 0 0 0
1436		*INHERIT_ROT 0 0 0
1437		*INHERIT_SCL 0 0 0
1438		*TM_ROW0 1.0000	-0.0000	-0.0000
1439		*TM_ROW1 0.0000	0.0000	1.0000
1440		*TM_ROW2 -0.0000	-1.0000	0.0000
1441		*TM_ROW3 -432.6781	-393.7070	39.0000
1442		*TM_POS -432.6781	-393.7070	39.0000
1443		*TM_ROTAXIS -1.0000	0.0000	0.0000
1444		*TM_ROTANGLE 1.5708
1445		*TM_SCALE 1.0000	1.0000	1.0000
1446		*TM_SCALEAXIS 0.0000	0.0000	0.0000
1447		*TM_SCALEAXISANG 0.0000
1448	}
1449	*MESH {
1450		*TIMEVALUE 0
1451		*MESH_NUMVERTEX 30
1452		*MESH_NUMFACES 56
1453		*MESH_VERTEX_LIST {
1454			*MESH_VERTEX    0	-418.6146	-393.7070	34.8790
1455			*MESH_VERTEX    1	-418.6146	-393.7070	44.8790
1456			*MESH_VERTEX    2	-423.6146	-393.7070	64.8790
1457			*MESH_VERTEX    3	-453.6146	-393.7070	64.8790
1458			*MESH_VERTEX    4	-438.6146	-393.7070	34.8790
1459			*MESH_VERTEX    5	-453.6146	-393.7070	14.8790
1460			*MESH_VERTEX    6	-418.6146	-413.7070	34.8790
1461			*MESH_VERTEX    7	-418.6146	-413.7070	44.8790
1462			*MESH_VERTEX    8	-423.6146	-413.7070	64.8790
1463			*MESH_VERTEX    9	-453.6146	-413.7070	64.8790
1464			*MESH_VERTEX   10	-438.6146	-413.7070	34.8790
1465			*MESH_VERTEX   11	-453.6146	-413.7070	14.8790
1466			*MESH_VERTEX   12	-453.2105	-393.7070	14.8790
1467			*MESH_VERTEX   13	-453.2105	-413.7070	14.8790
1468			*MESH_VERTEX   14	-452.9505	-393.7070	15.1390
1469			*MESH_VERTEX   15	-452.9505	-413.7070	15.1390
1470			*MESH_VERTEX   16	-423.5496	-413.7070	15.1390
1471			*MESH_VERTEX   17	-423.5496	-393.7070	15.1390
1472			*MESH_VERTEX   18	-387.9505	-418.7070	-9.8610
1473			*MESH_VERTEX   19	-457.9505	-418.7070	-9.8610
1474			*MESH_VERTEX   20	-457.9505	-418.7070	10.1390
1475			*MESH_VERTEX   21	-452.9505	-418.7070	15.1390
1476			*MESH_VERTEX   22	-422.9506	-418.7070	15.1390
1477			*MESH_VERTEX   23	-387.9505	-418.7070	0.1400
1478			*MESH_VERTEX   24	-387.9505	-388.7070	-9.8610
1479			*MESH_VERTEX   25	-457.9505	-388.7070	-9.8610
1480			*MESH_VERTEX   26	-457.9505	-388.7070	10.1390
1481			*MESH_VERTEX   27	-452.9505	-388.7070	15.1390
1482			*MESH_VERTEX   28	-422.9506	-388.7070	15.1390
1483			*MESH_VERTEX   29	-387.9505	-388.7070	0.1400
1484		}
1485		*MESH_FACE_LIST {
1486			*MESH_FACE    0:    A:    0 B:    6 C:   16 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
1487			*MESH_FACE    1:    A:   16 B:   17 C:    0 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
1488			*MESH_FACE    2:    A:    7 B:    6 C:    0 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1489			*MESH_FACE    3:    A:    0 B:    1 C:    7 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1490			*MESH_FACE    4:    A:    8 B:    7 C:    1 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 2 	*MESH_MTLID 0
1491			*MESH_FACE    5:    A:    1 B:    2 C:    8 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 2 	*MESH_MTLID 0
1492			*MESH_FACE    6:    A:    9 B:    8 C:    2 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1493			*MESH_FACE    7:    A:    2 B:    3 C:    9 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1494			*MESH_FACE    8:    A:   10 B:    9 C:    3 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 2 	*MESH_MTLID 0
1495			*MESH_FACE    9:    A:    3 B:    4 C:   10 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 2 	*MESH_MTLID 0
1496			*MESH_FACE   10:    A:   11 B:   10 C:    4 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1497			*MESH_FACE   11:    A:    4 B:    5 C:   11 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1498			*MESH_FACE   12:    A:   12 B:   13 C:   11 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 2 	*MESH_MTLID 0
1499			*MESH_FACE   13:    A:   11 B:    5 C:   12 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 2 	*MESH_MTLID 0
1500			*MESH_FACE   14:    A:    8 B:    9 C:   10 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1501			*MESH_FACE   15:    A:   10 B:    6 C:    7 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1502			*MESH_FACE   16:    A:    8 B:   10 C:    7 AB:    0 BC:    0 CA:    1	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1503			*MESH_FACE   17:    A:    4 B:    3 C:    2 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1504			*MESH_FACE   18:    A:    4 B:    2 C:    1 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1505			*MESH_FACE   19:    A:    4 B:    1 C:    0 AB:    0 BC:    1 CA:    1	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1506			*MESH_FACE   20:    A:   10 B:   11 C:   13 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1507			*MESH_FACE   21:    A:   10 B:   13 C:   15 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1508			*MESH_FACE   22:    A:   15 B:   16 C:    6 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1509			*MESH_FACE   23:    A:   10 B:   15 C:    6 AB:    0 BC:    0 CA:    1	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1510			*MESH_FACE   24:    A:   12 B:    5 C:    4 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1511			*MESH_FACE   25:    A:   14 B:   12 C:    4 AB:    1 BC:    0 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1512			*MESH_FACE   26:    A:   14 B:    4 C:    0 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1513			*MESH_FACE   27:    A:   14 B:    0 C:   17 AB:    0 BC:    1 CA:    1	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1514			*MESH_FACE   28:    A:   25 B:   24 C:   18 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
1515			*MESH_FACE   29:    A:   18 B:   19 C:   25 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
1516			*MESH_FACE   30:    A:   26 B:   25 C:   19 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1517			*MESH_FACE   31:    A:   19 B:   20 C:   26 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1518			*MESH_FACE   32:    A:   29 B:   28 C:   22 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 2 	*MESH_MTLID 0
1519			*MESH_FACE   33:    A:   22 B:   23 C:   29 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 2 	*MESH_MTLID 0
1520			*MESH_FACE   34:    A:   24 B:   29 C:   23 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1521			*MESH_FACE   35:    A:   23 B:   18 C:   24 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1522			*MESH_FACE   36:    A:   18 B:   23 C:   22 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1523			*MESH_FACE   37:    A:   18 B:   22 C:   21 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1524			*MESH_FACE   38:    A:   18 B:   21 C:   20 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1525			*MESH_FACE   39:    A:   18 B:   20 C:   19 AB:    0 BC:    1 CA:    1	 *MESH_SMOOTHING 5 	*MESH_MTLID 0
1526			*MESH_FACE   40:    A:   24 B:   25 C:   26 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 1
1527			*MESH_FACE   41:    A:   24 B:   26 C:   27 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 1
1528			*MESH_FACE   42:    A:   24 B:   27 C:   28 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 5 	*MESH_MTLID 1
1529			*MESH_FACE   43:    A:   24 B:   28 C:   29 AB:    0 BC:    1 CA:    1	 *MESH_SMOOTHING 5 	*MESH_MTLID 1
1530			*MESH_FACE   44:    A:   16 B:   15 C:   21 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1531			*MESH_FACE   45:    A:   16 B:   21 C:   22 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1532			*MESH_FACE   46:    A:   17 B:   16 C:   22 AB:    1 BC:    0 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1533			*MESH_FACE   47:    A:   17 B:   22 C:   28 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1534			*MESH_FACE   48:    A:   17 B:   28 C:   27 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1535			*MESH_FACE   49:    A:   17 B:   27 C:   14 AB:    0 BC:    1 CA:    1	 *MESH_SMOOTHING 3 	*MESH_MTLID 0
1536			*MESH_FACE   50:    A:   12 B:   14 C:   27 AB:    1 BC:    1 CA:    0	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
1537			*MESH_FACE   51:    A:   12 B:   27 C:   26 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
1538			*MESH_FACE   52:    A:   13 B:   12 C:   26 AB:    1 BC:    0 CA:    0	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
1539			*MESH_FACE   53:    A:   13 B:   26 C:   20 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
1540			*MESH_FACE   54:    A:   13 B:   20 C:   21 AB:    0 BC:    1 CA:    0	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
1541			*MESH_FACE   55:    A:   13 B:   21 C:   15 AB:    0 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
1542		}
1543		*MESH_NUMTVERTEX 88
1544		*MESH_TVERTLIST {
1545			*MESH_TVERT 0	0.2543	0.1670	0.5619
1546			*MESH_TVERT 1	-0.0790	0.1670	0.5619
1547			*MESH_TVERT 2	-0.7457	0.1670	0.4905
1548			*MESH_TVERT 3	0.0624	0.1670	1.7457
1549			*MESH_TVERT 4	0.7235	0.1670	0.7457
1550			*MESH_TVERT 5	0.0624	0.1670	0.0790
1551			*MESH_TVERT 6	0.2543	0.8330	0.5619
1552			*MESH_TVERT 7	-0.0790	0.8330	0.5619
1553			*MESH_TVERT 8	-0.7457	0.8330	0.4905
1554			*MESH_TVERT 9	0.0624	0.8330	1.7457
1555			*MESH_TVERT 10	0.7235	0.8330	0.7457
1556			*MESH_TVERT 11	0.0624	0.8330	0.0790
1557			*MESH_TVERT 12	0.9319	0.1670	0.0790
1558			*MESH_TVERT 13	0.9319	0.8330	0.0790
1559			*MESH_TVERT 14	0.0719	0.0877	0.1670
1560			*MESH_TVERT 15	0.9281	0.0877	0.8330
1561			*MESH_TVERT 16	0.9123	0.8330	0.4915
1562			*MESH_TVERT 17	0.9123	0.1670	0.4915
1563			*MESH_TVERT 18	0.0005	0.9995	-0.7457
1564			*MESH_TVERT 19	0.9995	0.9995	-0.7457
1565			*MESH_TVERT 20	-0.0790	0.9995	0.0005
1566			*MESH_TVERT 21	0.9281	0.0877	0.9995
1567			*MESH_TVERT 22	0.5000	0.9995	0.0877
1568			*MESH_TVERT 23	0.9995	0.9995	-0.4123
1569			*MESH_TVERT 24	0.0005	0.0005	-0.7457
1570			*MESH_TVERT 25	0.9995	0.0005	-0.7457
1571			*MESH_TVERT 26	-0.0790	0.0005	0.0005
1572			*MESH_TVERT 27	0.0719	0.0877	0.0005
1573			*MESH_TVERT 28	0.5000	0.0005	0.0877
1574			*MESH_TVERT 29	0.9995	0.0005	-0.4123
1575			*MESH_TVERT 30	0.4905	0.1670	1.7457
1576			*MESH_TVERT 31	0.4905	0.8330	1.7457
1577			*MESH_TVERT 32	0.9376	0.1670	1.7457
1578			*MESH_TVERT 33	0.9376	0.8330	1.7457
1579			*MESH_TVERT 34	0.2765	0.1670	0.7457
1580			*MESH_TVERT 35	0.2765	0.8330	0.7457
1581			*MESH_TVERT 36	0.9376	0.1670	0.0790
1582			*MESH_TVERT 37	0.9376	0.8330	0.0790
1583			*MESH_TVERT 38	0.5095	1.7457	0.8330
1584			*MESH_TVERT 39	0.9376	1.7457	0.8330
1585			*MESH_TVERT 40	0.7235	0.7457	0.8330
1586			*MESH_TVERT 41	0.4381	0.7457	0.8330
1587			*MESH_TVERT 42	0.4381	1.0790	0.8330
1588			*MESH_TVERT 43	0.2765	0.7457	0.1670
1589			*MESH_TVERT 44	0.0624	1.7457	0.1670
1590			*MESH_TVERT 45	0.4905	1.7457	0.1670
1591			*MESH_TVERT 46	0.5619	1.0790	0.1670
1592			*MESH_TVERT 47	0.5619	0.7457	0.1670
1593			*MESH_TVERT 48	0.7235	0.7457	0.8330
1594			*MESH_TVERT 49	0.9376	0.0790	0.8330
1595			*MESH_TVERT 50	0.9319	0.0790	0.8330
1596			*MESH_TVERT 51	0.5085	0.0877	0.8330
1597			*MESH_TVERT 52	0.4381	0.7457	0.8330
1598			*MESH_TVERT 53	0.0681	0.0790	0.1670
1599			*MESH_TVERT 54	0.0624	0.0790	0.1670
1600			*MESH_TVERT 55	0.2765	0.7457	0.1670
1601			*MESH_TVERT 56	0.5619	0.7457	0.1670
1602			*MESH_TVERT 57	0.4915	0.0877	0.1670
1603			*MESH_TVERT 58	-0.7457	0.9995	0.0005
1604			*MESH_TVERT 59	-0.7457	0.0005	0.0005
1605			*MESH_TVERT 60	1.4123	0.9995	0.9995
1606			*MESH_TVERT 61	1.7457	0.9995	0.9995
1607			*MESH_TVERT 62	1.7457	0.0005	0.9995
1608			*MESH_TVERT 63	1.4123	0.0005	0.9995
1609			*MESH_TVERT 64	0.0005	-0.7457	0.9995
1610			*MESH_TVERT 65	0.0005	-0.4123	0.9995
1611			*MESH_TVERT 66	0.5000	0.0877	0.9995
1612			*MESH_TVERT 67	0.9995	-0.0790	0.9995
1613			*MESH_TVERT 68	0.9995	-0.7457	0.9995
1614			*MESH_TVERT 69	0.9995	-0.7457	0.0005
1615			*MESH_TVERT 70	0.0005	-0.7457	0.0005
1616			*MESH_TVERT 71	0.0005	-0.0790	0.0005
1617			*MESH_TVERT 72	0.5000	0.0877	0.0005
1618			*MESH_TVERT 73	0.9995	-0.4123	0.0005
1619			*MESH_TVERT 74	0.4915	0.1670	0.0877
1620			*MESH_TVERT 75	0.4915	0.8330	0.0877
1621			*MESH_TVERT 76	0.0719	0.8330	0.0877
1622			*MESH_TVERT 77	0.0719	0.9995	0.0877
1623			*MESH_TVERT 78	0.0719	0.0005	0.0877
1624			*MESH_TVERT 79	0.0719	0.1670	0.0877
1625			*MESH_TVERT 80	0.0681	0.8330	0.0790
1626			*MESH_TVERT 81	0.0681	0.1670	0.0790
1627			*MESH_TVERT 82	0.0719	0.1670	0.0877
1628			*MESH_TVERT 83	0.0719	0.0005	0.0877
1629			*MESH_TVERT 84	0.0005	0.0005	-0.0790
1630			*MESH_TVERT 85	0.0005	0.9995	-0.0790
1631			*MESH_TVERT 86	0.0719	0.9995	0.0877
1632			*MESH_TVERT 87	0.0719	0.8330	0.0877
1633		}
1634		*MESH_NUMTVFACES 56
1635		*MESH_TFACELIST {
1636			*MESH_TFACE 0	0	6	16
1637			*MESH_TFACE 1	16	17	0
1638			*MESH_TFACE 2	7	6	0
1639			*MESH_TFACE 3	0	1	7
1640			*MESH_TFACE 4	8	7	1
1641			*MESH_TFACE 5	1	2	8
1642			*MESH_TFACE 6	9	31	30
1643			*MESH_TFACE 7	30	3	9
1644			*MESH_TFACE 8	10	33	32
1645			*MESH_TFACE 9	32	4	10
1646			*MESH_TFACE 10	11	35	34
1647			*MESH_TFACE 11	34	5	11
1648			*MESH_TFACE 12	12	13	37
1649			*MESH_TFACE 13	37	36	12
1650			*MESH_TFACE 14	38	39	40
1651			*MESH_TFACE 15	40	41	42
1652			*MESH_TFACE 16	38	40	42
1653			*MESH_TFACE 17	43	44	45
1654			*MESH_TFACE 18	43	45	46
1655			*MESH_TFACE 19	43	46	47
1656			*MESH_TFACE 20	48	49	50
1657			*MESH_TFACE 21	48	50	15
1658			*MESH_TFACE 22	15	51	52
1659			*MESH_TFACE 23	48	15	52
1660			*MESH_TFACE 24	53	54	55
1661			*MESH_TFACE 25	14	53	55
1662			*MESH_TFACE 26	14	55	56
1663			*MESH_TFACE 27	14	56	57
1664			*MESH_TFACE 28	25	24	18
1665			*MESH_TFACE 29	18	19	25
1666			*MESH_TFACE 30	26	59	58
1667			*MESH_TFACE 31	58	20	26
1668			*MESH_TFACE 32	29	28	22
1669			*MESH_TFACE 33	22	23	29
1670			*MESH_TFACE 34	62	63	60
1671			*MESH_TFACE 35	60	61	62
1672			*MESH_TFACE 36	64	65	66
1673			*MESH_TFACE 37	64	66	21
1674			*MESH_TFACE 38	64	21	67
1675			*MESH_TFACE 39	64	67	68
1676			*MESH_TFACE 40	69	70	71
1677			*MESH_TFACE 41	69	71	27
1678			*MESH_TFACE 42	69	27	72
1679			*MESH_TFACE 43	69	72	73
1680			*MESH_TFACE 44	75	76	77
1681			*MESH_TFACE 45	75	77	22
1682			*MESH_TFACE 46	74	75	22
1683			*MESH_TFACE 47	74	22	28
1684			*MESH_TFACE 48	74	28	78
1685			*MESH_TFACE 49	74	78	79
1686			*MESH_TFACE 50	81	82	83
1687			*MESH_TFACE 51	81	83	84
1688			*MESH_TFACE 52	80	81	84
1689			*MESH_TFACE 53	80	84	85
1690			*MESH_TFACE 54	80	85	86
1691			*MESH_TFACE 55	80	86	87
1692		}
1693		*MESH_NUMCVERTEX 0
1694	}
1695	*PROP_MOTIONBLUR 0
1696	*PROP_CASTSHADOW 1
1697	*PROP_RECVSHADOW 1
1698	*MATERIAL_REF 6
1699}
1700