-------------------------------------------------------------------- - Log file for C:\\Build_BMX3_Levels\\Assets\\XBOX\\Levels\\CMP_RMPG\\CMP_RMPG.ZIT -------------------------------------------------------------------- - Exported from Rampage_master_210.max -------------------------------------------------------------------- -------------------------------------------------------------------- Textures -------------------------------------------------------------------- Width:128, Height:128 Refs: 1030 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_CONCRETEFLOOR_001.XPR Width:128, Height:128 Refs: 490 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SPINE_008.XPR Width:128, Height:128 Refs: 1849 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_PARTICLE_002.XPR Width:128, Height:128 Refs: 530 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_STAIN_037.XPR Width:128, Height:128 Refs: 152 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_STREETPAINT_18.XPR Width: 64, Height: 64 Refs: 94 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SKID_040.XPR Width:128, Height:128 Refs: 684 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_WOODTOP_004.XPR Width:128, Height:128 Refs: 1046 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_PLYWDQPIPE_005.XPR Width:128, Height:128 Refs: 147 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_RAMP1_007.XPR Width: 64, Height: 64 Refs: 320 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SHADOW_030.XPR Width:128, Height:128 Refs: 196 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_GRAPHITIB_032.XPR Width:128, Height:128 Refs: 322 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SHOPFLOOR_014.XPR Width:128, Height:128 Refs: 362 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_STOREWALL_017.XPR Width:128, Height:128 Refs: 1605 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_WOOD_011.XPR Width:128, Height:128 Refs: 100 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_DOORS1_009.XPR Width:128, Height:128 Refs: 68 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SHOWCASE_043.XPR Width:128, Height: 64 Refs: 26 - C:\DOCUME~1\Jonathan\LOCALS~1\Temp\Cache\RPG_SHOWCASE_043_07FFF7F.XPR Width:128, Height:128 Refs: 62 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_MARBLE_057.XPR Width:128, Height:128 Refs: 154 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_STOREDISPLAY_016.XPR Width:128, Height:128 Refs: 20 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_BLINDS_051.XPR Width:128, Height:128 Refs: 751 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_WHITEWOOD_010.XPR Width:128, Height:128 Refs: 314 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_LIGHTS_012.XPR Width: 64, Height: 32 Refs: 14 - C:\DOCUME~1\Jonathan\LOCALS~1\Temp\Cache\RPG_EXIT_01_07FFF7F.XPR Width:128, Height:128 Refs: 30 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SIGNS_19.XPR Width:128, Height:128 Refs: 107 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_GRAPHITIA_031.XPR Width:128, Height:128 Refs: 24 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_POSTERS_033.XPR Width:128, Height:128 Refs: 24 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_POSTERS_034.XPR Width:128, Height:128 Refs: 24 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_POSTERS_035.XPR Width:128, Height:128 Refs: 100 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_VENT_029.XPR Width:128, Height:128 Refs: 60 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_GRAPHITIC_036.XPR Width:128, Height:128 Refs: 155 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_BACKPACKSALE_061.XPR Width:128, Height:128 Refs: 39 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SKATESALE_062.XPR Width:128, Height:128 Refs: 2099 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_WOODSLATS_024.XPR Width:128, Height:128 Refs: 679 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_BLUEWALL_003.XPR Width:128, Height:128 Refs: 100 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SMUDGE_039.XPR Width:128, Height:128 Refs: 38 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_CHAINLINK_006.XPR Width:128, Height:128 Refs: 198 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_BENCH_026.XPR Width:128, Height:128 Refs: 516 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_BEAMRAIL_013.XPR Width:128, Height:128 Refs: 38 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_HEATER_041.XPR Width:128, Height:128 Refs: 326 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_METAL_028.XPR Width: 64, Height: 64 Refs: 2639 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_RAIL_21.XPR Width:128, Height:128 Refs: 47 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_COUNTER_058.XPR Width: 32, Height: 32 Refs: 2166 - S:\BMX3\ART_IN_PROGRESS\LEVELS\CHL_MULLALY\EVERYTHING ELSE\PROPS\MAPS\Cache\MY_BIKECOLOR1.XPR Width:128, Height:128 Refs: 2166 - S:\BMX3\ART_IN_PROGRESS\LEVELS\CHL_MULLALY\EVERYTHING ELSE\PROPS\MAPS\Cache\MY_BIKECHAIN.XPR Width:128, Height:128 Refs: 2226 - S:\BMX3\ART_IN_PROGRESS\LEVELS\CHL_MULLALY\EVERYTHING ELSE\PROPS\MAPS\Cache\MY_BIKETIRE.XPR Width:128, Height:128 Refs: 198 - S:\BMX3\ART_IN_PROGRESS\LEVELS\CHL_MULLALY\EVERYTHING ELSE\PROPS\MAPS\Cache\MY_BIKESPOKES.XPR Width: 64, Height: 64 Refs: 3197 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_RAIL_20.XPR Width: 64, Height: 64 Refs: 48 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CHL_MULLALY\PS2\Cache\MY_SP_WOODPAN_087.XPR Width: 64, Height: 64 Refs: 48 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CHL_MULLALY\PS2\Cache\MY_SP_WOOD_091.XPR Width:128, Height:128 Refs: 162 - S:\bmx3\Art_in_Progress\Textures\CHL_Mullaly\PS2\Cache\MY_SP__sidewalk_036.XPR Width:128, Height:128 Refs: 74 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_LOCKERS_025.XPR Width:128, Height:128 Refs: 146 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SODAMACHINE_023.XPR Width:128, Height:128 Refs: 164 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_CANDYMACHINE_022.XPR Width:128, Height:128 Refs: 248 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SKATEBOARDS_044.XPR Width:128, Height:128 Refs: 248 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SKATEBOARDS_045.XPR Width:128, Height:128 Refs: 122 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_RED WOOD_050.XPR Width:128, Height:128 Refs: 218 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_MAGAZINES_052.XPR Width:128, Height:128 Refs: 292 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_BACKPACKS_046.XPR Width:128, Height:128 Refs: 292 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_BACKPACKS_047.XPR Width:128, Height:128 Refs: 292 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_BACKPACKS_048.XPR Width:128, Height:128 Refs: 146 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_BACKPACKS_049.XPR Width:128, Height:128 Refs: 290 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_SHOPCEILING_015.XPR Width:128, Height:128 Refs: 2016 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_MISC_054.XPR Width:128, Height:128 Refs: 474 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_COMPUTER_053.XPR Width:128, Height:128 Refs: 76 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_MISC_055.XPR Width:128, Height:128 Refs: 24 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CMP_RAMPAGE\PS2\Cache\RPG_MISC_056.XPR Width: 16, Height: 16 Refs: 76 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CHL_MULLALY\PS2\Cache\ALL PINK.XPR Width: 64, Height: 64 Refs: 16 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CHL_MULLALY\PS2\Cache\MY_BOOMBOX_NOTE.XPR Width:128, Height:128 Refs: 182 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CHL_MULLALY\PS2\Cache\MY_SPAWNS_122.XPR Width: 64, Height: 64 Refs: 16 - S:\BMX3\ART_IN_PROGRESS\TEXTURES\CHL_MULLALY\PS2\Cache\MY_BOOMBOX_SOUND.XPR -------------------------------------------------------------------- Geometry Definitions -------------------------------------------------------------------- NumMaterials: 3 NumFaces: 266 NumVerts: 257 - terrain_ground01 NumMaterials: 6 NumFaces: 272 NumVerts: 315 - Terrain_qpipe sec2 NumMaterials: 13 NumFaces: 298 NumVerts: 416 - Terrain_shop floor NumMaterials: 8 NumFaces: 718 NumVerts: 1192 - Terrain_qpipe sec1 NumMaterials: 4 NumFaces: 104 NumVerts: 160 - terrain_qpipe wall NumMaterials: 2 NumFaces: 183 NumVerts: 171 - Terrain_wall_1 NumMaterials: 7 NumFaces: 148 NumVerts: 258 - Terrain_wall_2 NumMaterials: 4 NumFaces: 110 NumVerts: 112 - Terrain_wall_3 NumMaterials: 7 NumFaces: 56 NumVerts: 88 - terrain_tap jump NumMaterials: 5 NumFaces: 169 NumVerts: 267 - terrain_rollin NumMaterials: 1 NumFaces: 72 NumVerts: 144 - terrain_cagesupports NumMaterials: 2 NumFaces: 60 NumVerts: 48 - propdef_lights NumMaterials: 2 NumFaces: 40 NumVerts: 71 - terrain_heater NumMaterials: 2 NumFaces: 16 NumVerts: 26 - exploderdef_heatvents NumMaterials: 2 NumFaces: 40 NumVerts: 60 - terrain_heater01 NumMaterials: 1 NumFaces: 52 NumVerts: 60 - terrain_roof1 NumMaterials: 1 NumFaces: 48 NumVerts: 56 - terrain_roof2 NumMaterials: 1 NumFaces: 30 NumVerts: 36 - terrain_roof3 NumMaterials: 1 NumFaces: 6 NumVerts: 11 - propdef_smBeam NumMaterials: 1 NumFaces: 6 NumVerts: 11 - propdef_longbeam NumMaterials: 1 NumFaces: 24 NumVerts: 36 - propdef_tallbeam NumMaterials: 5 NumFaces: 92 NumVerts: 84 - propdef_roundlight NumMaterials: 1 NumFaces: 16 NumVerts: 24 - propdef_deckbeam NumMaterials: 7 NumFaces: 298 NumVerts: 390 - terrain_deck NumMaterials: 6 NumFaces: 57 NumVerts: 109 - terrain_counter NumMaterials: 1 NumFaces: 24 NumVerts: 24 - glassdef_break NumMaterials: 2 NumFaces: 60 NumVerts: 48 - propdef_cornerlight NumMaterials: 2 NumFaces: 208 NumVerts: 360 - terrain_deckrail NumMaterials: 2 NumFaces: 217 NumVerts: 421 - terrain_raildivide02 NumMaterials: 4 NumFaces: 464 NumVerts: 672 - dynamicsdef_bikeone NumMaterials: 2 NumFaces: 232 NumVerts: 348 - Terrain_wallrail01 NumMaterials: 2 NumFaces: 152 NumVerts: 220 - Terrain_wallrail03 NumMaterials: 2 NumFaces: 362 NumVerts: 556 - Terrain_wallrail04 NumMaterials: 3 NumFaces: 86 NumVerts: 131 - propdef_bench NumMaterials: 1 NumFaces: 6 NumVerts: 12 - terrain_candyglass NumMaterials: 3 NumFaces: 116 NumVerts: 154 - terrain_lockers NumMaterials: 2 NumFaces: 476 NumVerts: 718 - Terrain_wallrail06 NumMaterials: 2 NumFaces: 202 NumVerts: 312 - Terrain_wallrail02 NumMaterials: 5 NumFaces: 62 NumVerts: 104 - Terrain_jump NumMaterials: 2 NumFaces: 60 NumVerts: 70 - Terrain_jump01 NumMaterials: 6 NumFaces: 52 NumVerts: 84 - terrain_tap jump01 NumMaterials: 3 NumFaces: 244 NumVerts: 370 - terrain_machines NumMaterials: 1 NumFaces: 10 NumVerts: 20 - terrain_counter glass NumMaterials: 2 NumFaces: 28 NumVerts: 40 - exploderdef_board 01 NumMaterials: 2 NumFaces: 28 NumVerts: 40 - exploderdef_board 05 NumMaterials: 2 NumFaces: 28 NumVerts: 40 - exploderdef_board 06 NumMaterials: 2 NumFaces: 28 NumVerts: 40 - exploderdef_board 08 NumMaterials: 2 NumFaces: 28 NumVerts: 40 - exploderdef_board 07 NumMaterials: 2 NumFaces: 28 NumVerts: 40 - exploderdef_board 04 NumMaterials: 2 NumFaces: 28 NumVerts: 40 - exploderdef_board 03 NumMaterials: 2 NumFaces: 28 NumVerts: 40 - exploderdef_board 02 NumMaterials: 2 NumFaces: 112 NumVerts: 224 - terrain_mag shelf NumMaterials: 1 NumFaces: 48 NumVerts: 55 - dynamicsdef_redbackpack NumMaterials: 1 NumFaces: 48 NumVerts: 55 - dynamicsdef_greenbackpack NumMaterials: 1 NumFaces: 48 NumVerts: 55 - dynamicsdef_bluebackpack NumMaterials: 1 NumFaces: 48 NumVerts: 55 - dynamicsdef_brownbackpack NumMaterials: 1 NumFaces: 4 NumVerts: 8 - terrain_shop windows NumMaterials: 1 NumFaces: 96 NumVerts: 75 - terrain_shop ceiling NumMaterials: 4 NumFaces: 456 NumVerts: 914 - terrain_counter_misc1 NumMaterials: 4 NumFaces: 370 NumVerts: 740 - terrain_counter_misc2 NumMaterials: 4 NumFaces: 928 NumVerts: 1344 - terrain_bikeframe2 NumMaterials: 6 NumFaces: 174 NumVerts: 225 - terrain_display stuff NumMaterials: 4 NumFaces: 852 NumVerts: 1114 - terrain_bikeframe1 NumMaterials: 3 NumFaces: 48 NumVerts: 57 - propdef_counterlight NumMaterials: 4 NumFaces: 64 NumVerts: 112 - dynamicsdef_salesign NumMaterials: 2 NumFaces: 20 NumVerts: 26 - exploderdef_salesign NumMaterials: 1 NumFaces: 12 NumVerts: 8 - Pickupdef_sniperboom NumMaterials: 1 NumFaces: 12 NumVerts: 8 - rotatebox NumMaterials: 1 NumFaces: 2 NumVerts: 4 - musicnote_b NumMaterials: 1 NumFaces: 2 NumVerts: 4 - musicnote_a NumMaterials: 1 NumFaces: 60 NumVerts: 102 - boombox NumMaterials: 1 NumFaces: 2 NumVerts: 4 - soundwaveright NumMaterials: 1 NumFaces: 2 NumVerts: 4 - soundwaveleft -------------------------------------------------------------------- Geometry Instances -------------------------------------------------------------------- terrain_ground01 Terrain_qpipe sec2 Terrain_shop floor Terrain_qpipe sec1 terrain_qpipe wall Terrain_wall_1 Terrain_wall_2 Terrain_wall_3 terrain_tap jump terrain_rollin terrain_cagesupports prop_lights01 prop_lights02 prop_lights03 prop_lights04 prop_lights05 prop_lights06 prop_lights07 prop_lights10 prop_lights11 prop_lights12 prop_lights17 prop_lights18 prop_lights19 prop_lights20 prop_lights21 prop_lights22 prop_lights23 prop_lights24 prop_lights25 prop_lights26 prop_lights27 prop_lights28 terrain_heater terrain_heater01 terrain_roof1 terrain_roof2 terrain_roof3 prop_smBeam01 prop_smBeam02 prop_smBeam03 prop_smBeam04 prop_smBeam06 prop_smBeam07 prop_smBeam08 prop_smBeam09 prop_smBeam10 prop_smBeam11 prop_smBeam12 prop_smBeam13 prop_smBeam14 prop_smBeam15 prop_smBeam16 prop_smBeam17 prop_smBeam18 prop_smBeam19 prop_smBeam20 prop_smBeam21 prop_smBeam22 prop_smBeam23 prop_smBeam24 prop_smBeam25 prop_smBeam26 prop_smBeam27 prop_smBeam28 prop_smBeam29 prop_smBeam30 prop_smBeam32 prop_smBeam33 prop_smBeam34 prop_smBeam35 prop_smBeam36 prop_smBeam37 prop_smBeam38 prop_smBeam39 prop_smBeam40 prop_smBeam41 prop_smBeam42 prop_smBeam43 prop_smBeam48 prop_smBeam49 prop_smBeam50 prop_smBeam51 prop_longbeam02 prop_longbeam03 prop_longbeam04 prop_longbeam05 prop_longbeam06 prop_longbeam07 prop_longbeam08 prop_longbeam09 prop_longbeam10 prop_longbeam11 prop_longbeam12 prop_longbeam13 prop_longbeam14 prop_longbeam15 prop_longbeam16 prop_longbeam17 prop_longbeam18 prop_longbeam19 prop_longbeam20 prop_tallbeam01 prop_tallbeam02 prop_tallbeam07 prop_tallbeam09 prop_tallbeam10 prop_tallbeam11 prop_roundlight01 prop_roundlight03 prop_roundlight04 prop_roundlight06 prop_roundlight07 prop_roundlight09 prop_roundlight10 prop_roundlight12 prop_roundlight13 prop_roundlight15 prop_roundlight16 prop_roundlight18 prop_roundlight19 prop_roundlight21 prop_roundlight22 prop_roundlight24 prop_deckbeam01 prop_deckbeam02 terrain_deck terrain_counter prop_cornerlight01 prop_cornerlight02 prop_cornerlight03 prop_cornerlight04 prop_cornerlight05 prop_cornerlight06 prop_cornerlight07 prop_cornerlight08 prop_cornerlight09 prop_cornerlight10 prop_cornerlight11 prop_cornerlight12 prop_cornerlight13 prop_cornerlight14 terrain_deckrail terrain_raildivide02 Terrain_wallrail01 Terrain_wallrail03 Terrain_wallrail04 exploder_heatvents01 exploder_heatvents02 exploder_heatvents03 exploder_heatvents04 exploder_heatvents05 exploder_heatvents06 exploder_heatvents07 exploder_heatvents08 terrain_candyglass terrain_lockers Terrain_wallrail06 Terrain_wallrail02 Terrain_jump Terrain_jump01 terrain_tap jump01 terrain_machines terrain_counter glass exploder_board 09 exploder_board 10 exploder_board 11 exploder_board 12 exploder_board 13 exploder_board 14 exploder_board 15 exploder_board 16 exploder_board 17 exploder_board 18 exploder_board 19 exploder_board 20 exploder_board 21 exploder_board 22 exploder_board 23 exploder_board 24 exploder_board 25 exploder_board 26 exploder_board 27 exploder_board 28 exploder_board 29 exploder_board 30 terrain_mag shelf terrain_shop windows terrain_shop ceiling terrain_counter_misc1 terrain_counter_misc2 terrain_bikeframe2 terrain_display stuff terrain_bikeframe1 glass_break05 glass_break06 prop_counterlight01 prop_counterlight02 prop_counterlight03 prop_counterlight04 prop_counterlight05 prop_counterlight06 dynamics_greenbackpack04 dynamics_redbackpack04 dynamics_greenbackpack05 exploder_board 31 exploder_board 33 exploder_board 34 exploder_board 35 exploder_board 36 exploder_board 37 dynamics_greenbackpack06 dynamics_redbackpack06 dynamics_brownbackpack06 dynamics_brownbackpack09 dynamics_redbackpack09 dynamics_bluebackpack12 dynamics_greenbackpack11 exploder_salesign01 exploder_salesign02 dynamics_salesign01 dynamics_salesign02 prop_smBeam52 prop_smBeam53 Pickup_sniperboom01 rotatebox boombox soundwaveleft soundwaveright musicnote_a musicnote_b Pickup_sniperboom10 rotatebox boombox soundwaveleft soundwaveright musicnote_a musicnote_b Pickup_sniperboom02 rotatebox boombox soundwaveleft soundwaveright musicnote_a musicnote_b Pickup_sniperboom03 rotatebox boombox soundwaveleft soundwaveright musicnote_a musicnote_b Pickup_sniperboom04 rotatebox boombox soundwaveleft soundwaveright musicnote_a musicnote_b Pickup_sniperboom05 rotatebox boombox soundwaveleft soundwaveright musicnote_a musicnote_b Pickup_sniperboom06 rotatebox boombox soundwaveleft soundwaveright musicnote_a musicnote_b Pickup_sniperboom07 rotatebox boombox soundwaveleft soundwaveright musicnote_a musicnote_b Pickup_sniperboom08 rotatebox boombox soundwaveleft soundwaveright musicnote_a musicnote_b Pickup_sniperboom09 rotatebox boombox soundwaveleft soundwaveright musicnote_a musicnote_b -------------------------------------------------------------------- Asserts / Warnings / Tips -------------------------------------------------------------------- Asserts:- Warnings:- The following names were duplicated in 3DSMAX:-boombox-rotatebox-musicnote_a-soundwaveright-soundwaveleft-musicnote_b--This may Optmisation tips:- decal_ground01-Low number of vertices in object (83, Optimum is > 256) decal_ground01-High vertex to face ratio (2.480769, Optimum is < 2.000000) - poor stripping decal_qpipe sec2-Low number of vertices in object (94, Optimum is > 256) decal_qpipe sec2-High vertex to face ratio (2.058824, Optimum is < 2.000000) - poor stripping Terrain_shop floor-High vertex to face ratio (2.070470, Optimum is < 2.000000) - poor stripping collision_shop floor-Low number of vertices in object (48, Optimum is > 256) collision_shop floor-High vertex to face ratio (2.615385, Optimum is < 2.000000) - poor stripping decal_shop floor-Low number of vertices in object (122, Optimum is > 256) decal_shop floor-High vertex to face ratio (2.514706, Optimum is < 2.000000) - poor stripping Terrain_qpipe sec1-High vertex to face ratio (2.630919, Optimum is < 2.000000) - poor stripping decal_qpipe sec1-Low number of vertices in object (104, Optimum is > 256) decal_qpipe sec1-High vertex to face ratio (2.354839, Optimum is < 2.000000) - poor stripping terrain_qpipe wall-Low number of vertices in object (160, Optimum is > 256) Terrain_wall_1-Low number of vertices in object (171, Optimum is > 256) decal_wall_1-Low number of vertices in object (162, Optimum is > 256) decal_wall_1-High vertex to face ratio (2.411111, Optimum is < 2.000000) - poor stripping Terrain_wall_2-High vertex to face ratio (2.398649, Optimum is < 2.000000) - poor stripping collision_wall_2-Low number of vertices in object (4, Optimum is > 256) decal_wall_2-Low number of vertices in object (16, Optimum is > 256) decal_wall_2-High vertex to face ratio (2.750000, Optimum is < 2.000000) - poor stripping Terrain_wall_3-Low number of vertices in object (112, Optimum is > 256) collision_wall_3-Low number of vertices in object (4, Optimum is > 256) decal_wall_3-Low number of vertices in object (74, Optimum is > 256) decal_wall_3-High vertex to face ratio (2.475000, Optimum is < 2.000000) - poor stripping terrain_tap jump-Low number of vertices in object (88, Optimum is > 256) terrain_tap jump-High vertex to face ratio (2.107143, Optimum is < 2.000000) - poor stripping collision_tap jump-Low number of vertices in object (46, Optimum is > 256) collision_tap jump-High vertex to face ratio (2.428571, Optimum is < 2.000000) - poor stripping decal_tap jump-Low number of vertices in object (32, Optimum is > 256) decal_tap jump-High vertex to face ratio (2.625000, Optimum is < 2.000000) - poor stripping terrain_rollin-High vertex to face ratio (2.372781, Optimum is < 2.000000) - poor stripping decal_rollin-Low number of vertices in object (67, Optimum is > 256) decal_rollin-High vertex to face ratio (2.368421, Optimum is < 2.000000) - poor stripping decal_rollin01-Low number of vertices in object (32, Optimum is > 256) decal_rollin01-High vertex to face ratio (2.875000, Optimum is < 2.000000) - poor stripping terrain_cagesupports-Low number of vertices in object (144, Optimum is > 256) terrain_cagesupports-High vertex to face ratio (2.972222, Optimum is < 2.000000) - poor stripping propdef_lights-Low number of vertices in object (48, Optimum is > 256) terrain_heater-Low number of vertices in object (71, Optimum is > 256) terrain_heater-High vertex to face ratio (2.525000, Optimum is < 2.000000) - poor stripping exploderdef_heatvents-Low number of vertices in object (26, Optimum is > 256) exploderdef_heatvents-High vertex to face ratio (2.187500, Optimum is < 2.000000) - poor stripping terrain_heater01-Low number of vertices in object (60, Optimum is > 256) terrain_roof1-Low number of vertices in object (60, Optimum is > 256) terrain_roof2-Low number of vertices in object (56, Optimum is > 256) terrain_roof3-Low number of vertices in object (36, Optimum is > 256) propdef_smBeam-Low number of vertices in object (11, Optimum is > 256) propdef_smBeam-High vertex to face ratio (2.666667, Optimum is < 2.000000) - poor stripping propdef_longbeam-Low number of vertices in object (11, Optimum is > 256) propdef_longbeam-High vertex to face ratio (2.666667, Optimum is < 2.000000) - poor stripping propdef_tallbeam-Low number of vertices in object (36, Optimum is > 256) propdef_tallbeam-High vertex to face ratio (2.208333, Optimum is < 2.000000) - poor stripping propdef_roundlight-Low number of vertices in object (84, Optimum is > 256) propdef_deckbeam-Low number of vertices in object (24, Optimum is > 256) propdef_deckbeam-High vertex to face ratio (2.312500, Optimum is < 2.000000) - poor stripping decal_deck-Low number of vertices in object (115, Optimum is > 256) decal_deck-High vertex to face ratio (2.515625, Optimum is < 2.000000) - poor stripping terrain_counter-Low number of vertices in object (109, Optimum is > 256) terrain_counter-High vertex to face ratio (2.631579, Optimum is < 2.000000) - poor stripping collision_counter-Low number of vertices in object (31, Optimum is > 256) glassdef_break-Low number of vertices in object (24, Optimum is > 256) propdef_cornerlight-Low number of vertices in object (48, Optimum is > 256) terrain_deckrail-High vertex to face ratio (2.524038, Optimum is < 2.000000) - poor stripping terrain_raildivide02-High vertex to face ratio (2.898618, Optimum is < 2.000000) - poor stripping dynamicsdef_bikeone-High vertex to face ratio (2.426724, Optimum is < 2.000000) - poor stripping Terrain_wallrail01-High vertex to face ratio (2.405172, Optimum is < 2.000000) - poor stripping collision_wallrail01-Low number of vertices in object (66, Optimum is > 256) collision_wallrail01-High vertex to face ratio (2.214286, Optimum is < 2.000000) - poor stripping Terrain_wallrail03-Low number of vertices in object (220, Optimum is > 256) Terrain_wallrail03-High vertex to face ratio (2.447368, Optimum is < 2.000000) - poor stripping collision_wallrail03-Low number of vertices in object (54, Optimum is > 256) collision_wallrail03-High vertex to face ratio (2.264706, Optimum is < 2.000000) - poor stripping Terrain_wallrail04-High vertex to face ratio (2.480663, Optimum is < 2.000000) - poor stripping collision_wallrail04-Low number of vertices in object (132, Optimum is > 256) collision_wallrail04-High vertex to face ratio (2.371795, Optimum is < 2.000000) - poor stripping propdef_bench-Low number of vertices in object (131, Optimum is > 256) propdef_bench-High vertex to face ratio (2.383721, Optimum is < 2.000000) - poor stripping terrain_candyglass-Low number of vertices in object (12, Optimum is > 256) terrain_candyglass-High vertex to face ratio (2.666667, Optimum is < 2.000000) - poor stripping terrain_lockers-Low number of vertices in object (154, Optimum is > 256) collision_lockers-Low number of vertices in object (62, Optimum is > 256) collision_lockers-High vertex to face ratio (2.861111, Optimum is < 2.000000) - poor stripping Terrain_wallrail06-High vertex to face ratio (2.411765, Optimum is < 2.000000) - poor stripping collision_wallrail06-Low number of vertices in object (166, Optimum is > 256) collision_wallrail06-High vertex to face ratio (2.259615, Optimum is < 2.000000) - poor stripping Terrain_wallrail02-High vertex to face ratio (2.396040, Optimum is < 2.000000) - poor stripping collision_wallrail02-Low number of vertices in object (60, Optimum is > 256) collision_wallrail02-High vertex to face ratio (2.527778, Optimum is < 2.000000) - poor stripping Terrain_jump-Low number of vertices in object (104, Optimum is > 256) Terrain_jump-High vertex to face ratio (2.338710, Optimum is < 2.000000) - poor stripping decal_jump-Low number of vertices in object (8, Optimum is > 256) Terrain_jump01-Low number of vertices in object (70, Optimum is > 256) terrain_tap jump01-Low number of vertices in object (84, Optimum is > 256) terrain_tap jump01-High vertex to face ratio (2.307692, Optimum is < 2.000000) - poor stripping decal_tap jump01-Low number of vertices in object (8, Optimum is > 256) decal_tap jump01-High vertex to face ratio (2.500000, Optimum is < 2.000000) - poor stripping terrain_machines-High vertex to face ratio (2.413934, Optimum is < 2.000000) - poor stripping collision_machines-Low number of vertices in object (11, Optimum is > 256) terrain_counter glass-Low number of vertices in object (20, Optimum is > 256) terrain_counter glass-High vertex to face ratio (2.800000, Optimum is < 2.000000) - poor stripping exploderdef_board 01-Low number of vertices in object (40, Optimum is > 256) exploderdef_board 05-Low number of vertices in object (40, Optimum is > 256) exploderdef_board 06-Low number of vertices in object (40, Optimum is > 256) exploderdef_board 08-Low number of vertices in object (40, Optimum is > 256) exploderdef_board 07-Low number of vertices in object (40, Optimum is > 256) exploderdef_board 04-Low number of vertices in object (40, Optimum is > 256) exploderdef_board 03-Low number of vertices in object (40, Optimum is > 256) exploderdef_board 02-Low number of vertices in object (40, Optimum is > 256) terrain_mag shelf-Low number of vertices in object (224, Optimum is > 256) terrain_mag shelf-High vertex to face ratio (2.964286, Optimum is < 2.000000) - poor stripping dynamicsdef_redbackpack-Low number of vertices in object (55, Optimum is > 256) dynamicsdef_greenbackpack-Low number of vertices in object (55, Optimum is > 256) dynamicsdef_bluebackpack-Low number of vertices in object (55, Optimum is > 256) dynamicsdef_brownbackpack-Low number of vertices in object (55, Optimum is > 256) terrain_shop windows-Low number of vertices in object (8, Optimum is > 256) terrain_shop windows-High vertex to face ratio (2.500000, Optimum is < 2.000000) - poor stripping terrain_shop ceiling-Low number of vertices in object (75, Optimum is > 256) decal_shop ceiling-Low number of vertices in object (128, Optimum is > 256) decal_shop ceiling-High vertex to face ratio (2.968750, Optimum is < 2.000000) - poor stripping terrain_counter_misc1-High vertex to face ratio (3.015351, Optimum is < 2.000000) - poor stripping terrain_counter_misc2-High vertex to face ratio (2.978378, Optimum is < 2.000000) - poor stripping terrain_bikeframe2-High vertex to face ratio (2.437500, Optimum is < 2.000000) - poor stripping terrain_display stuff-Low number of vertices in object (225, Optimum is > 256) terrain_display stuff-High vertex to face ratio (2.074713, Optimum is < 2.000000) - poor stripping terrain_bikeframe1-High vertex to face ratio (2.296948, Optimum is < 2.000000) - poor stripping propdef_counterlight-Low number of vertices in object (57, Optimum is > 256) dynamicsdef_salesign-Low number of vertices in object (112, Optimum is > 256) dynamicsdef_salesign-High vertex to face ratio (2.406250, Optimum is < 2.000000) - poor stripping exploderdef_salesign-Low number of vertices in object (26, Optimum is > 256) collision_salesign-Low number of vertices in object (8, Optimum is > 256) Pickupdef_sniperboom-Low number of vertices in object (8, Optimum is > 256) rotatebox-Low number of vertices in object (8, Optimum is > 256) musicnote_b-Low number of vertices in object (4, Optimum is > 256) musicnote_a-Low number of vertices in object (4, Optimum is > 256) boombox-Low number of vertices in object (102, Optimum is > 256) boombox-High vertex to face ratio (2.683333, Optimum is < 2.000000) - poor stripping soundwaveright-Low number of vertices in object (4, Optimum is > 256) soundwaveleft-Low number of vertices in object (4, Optimum is > 256) -END- - EOF -