xof 0302txt 0032 Header { 1; 0; 1; } template Header { <3D82AB43-62DA-11cf-AB39-0020AF71E433> WORD major; WORD minor; DWORD flags; } template Vector { <3D82AB5E-62DA-11cf-AB39-0020AF71E433> FLOAT x; FLOAT y; FLOAT z; } template Coords2d { FLOAT u; FLOAT v; } template Matrix4x4 { array FLOAT matrix[16]; } template ColorRGBA { <35FF44E0-6C7C-11cf-8F52-0040333594A3> FLOAT red; FLOAT green; FLOAT blue; FLOAT alpha; } template ColorRGB { FLOAT red; FLOAT green; FLOAT blue; } template TextureFilename { STRING filename; } template Material { <3D82AB4D-62DA-11cf-AB39-0020AF71E433> ColorRGBA faceColor; FLOAT power; ColorRGB specularColor; ColorRGB emissiveColor; [...] } template MeshFace { <3D82AB5F-62DA-11cf-AB39-0020AF71E433> DWORD nFaceVertexIndices; array DWORD faceVertexIndices[nFaceVertexIndices]; } template MeshTextureCoords { DWORD nTextureCoords; array Coords2d textureCoords[nTextureCoords]; } template MeshMaterialList { DWORD nMaterials; DWORD nFaceIndexes; array DWORD faceIndexes[nFaceIndexes]; [Material] } template MeshNormals { DWORD nNormals; array Vector normals[nNormals]; DWORD nFaceNormals; array MeshFace faceNormals[nFaceNormals]; } template Mesh { <3D82AB44-62DA-11cf-AB39-0020AF71E433> DWORD nVertices; array Vector vertices[nVertices]; DWORD nFaces; array MeshFace faces[nFaces]; [...] } template FrameTransformMatrix { Matrix4x4 frameMatrix; } template Frame { <3D82AB46-62DA-11cf-AB39-0020AF71E433> [...] } template FloatKeys { <10DD46A9-775B-11cf-8F52-0040333594A3> DWORD nValues; array FLOAT values[nValues]; } template TimedFloatKeys { DWORD time; FloatKeys tfkeys; } template AnimationKey { <10DD46A8-775B-11cf-8F52-0040333594A3> DWORD keyType; DWORD nKeys; array TimedFloatKeys keys[nKeys]; } template AnimationOptions { DWORD openclosed; DWORD positionquality; } template Animation { <3D82AB4F-62DA-11cf-AB39-0020AF71E433> [...] } template AnimationSet { <3D82AB50-62DA-11cf-AB39-0020AF71E433> [Animation] } template XSkinMeshHeader { <3cf169ce-ff7c-44ab-93c0-f78f62d172e2> WORD nMaxSkinWeightsPerVertex; WORD nMaxSkinWeightsPerFace; WORD nBones; } template VertexDuplicationIndices { DWORD nIndices; DWORD nOriginalVertices; array DWORD indices[nIndices]; } template SkinWeights { <6f0d123b-bad2-4167-a0d0-80224f25fabb> STRING transformNodeName; DWORD nWeights; array DWORD vertexIndices[nWeights]; array FLOAT weights[nWeights]; Matrix4x4 matrixOffset; } Frame XPORT_ROOT { Frame Null_Objekt_0 { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;;} Frame Null_Objekt_1 { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;;} Frame Ebene_2 { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, -0.000000, -1.000000, 0.000000, 0.000000, 1.000000, -0.000000, 0.000000, 0.000000, 5.000000, 0.000000, 1.000000;;} Mesh M_Ebene_2 { 4; 0.000000; 5.000000; -5.000000;, 0.000000; -5.000000; -5.000000;, 0.000000; 5.000000; 5.000000;, 0.000000; -5.000000; 5.000000;; 2; 3;0,2,3;, 3;0,3,1;; MeshMaterialList { 1; 2; 0, 0;; Material { 0.800000; 0.800000; 0.800000; 1.000000;; 2.000000; 0.000000; 0.000000; 0.000000;; 0.000000; 0.000000; 0.000000;; TextureFilename { "grass1.tga"; } } } MeshNormals { 4; 1.000000; 0.000000; 0.000000;, 1.000000; 0.000000; 0.000000;, 1.000000; 0.000000; 0.000000;, 1.000000; 0.000000; 0.000000;; 2; 3;0,2,3;, 3;0,3,1;; } MeshTextureCoords { 4; 0.000000; 1.000000;, 1.000000; 1.000000;, 0.000000; 0.000000;, 1.000000; 0.000000;; } } } Frame Ebene_3 { FrameTransformMatrix { -0.500000, 0.000000, 0.866025, 0.000000, 0.866025, 0.000000, 0.500000, 0.000000, 0.000000, 1.000000, -0.000000, 0.000000, -0.000000, 4.999999, 0.000000, 1.000000;;} Mesh M_Ebene_3 { 4; 0.000000; 5.000000; -5.000000;, 0.000000; -5.000000; -5.000000;, 0.000000; 5.000000; 5.000000;, 0.000000; -5.000000; 5.000000;; 2; 3;0,2,3;, 3;0,3,1;; MeshMaterialList { 1; 2; 0, 0;; Material { 0.800000; 0.800000; 0.800000; 1.000000;; 2.000000; 0.000000; 0.000000; 0.000000;; 0.000000; 0.000000; 0.000000;; TextureFilename { "grass1.tga"; } } } MeshNormals { 4; 1.000000; 0.000000; 0.000000;, 1.000000; 0.000000; 0.000000;, 1.000000; 0.000000; 0.000000;, 1.000000; 0.000000; 0.000000;; 2; 3;0,2,3;, 3;0,3,1;; } MeshTextureCoords { 4; 0.000000; 1.000000;, 1.000000; 1.000000;, 0.000000; 0.000000;, 1.000000; 0.000000;; } } } Frame Ebene_4 { FrameTransformMatrix { -0.500000, -0.000000, -0.866026, 0.000000, -0.866026, 0.000000, 0.500000, 0.000000, 0.000000, 1.000000, -0.000000, 0.000000, 0.000000, 5.000000, -0.000000, 1.000000;;} Mesh M_Ebene_4 { 4; 0.000000; 5.000000; -5.000000;, 0.000000; -5.000000; -5.000000;, 0.000000; 5.000000; 5.000000;, 0.000000; -5.000000; 5.000000;; 2; 3;0,2,3;, 3;0,3,1;; MeshMaterialList { 1; 2; 0, 0;; Material { 0.800000; 0.800000; 0.800000; 1.000000;; 2.000000; 0.000000; 0.000000; 0.000000;; 0.000000; 0.000000; 0.000000;; TextureFilename { "grass1.tga"; } } } MeshNormals { 4; 1.000000; 0.000000; 0.000000;, 1.000000; 0.000000; 0.000000;, 1.000000; 0.000000; 0.000000;, 1.000000; 0.000000; 0.000000;; 2; 3;0,2,3;, 3;0,3,1;; } MeshTextureCoords { 4; 0.000000; 1.000000;, 1.000000; 1.000000;, 0.000000; 0.000000;, 1.000000; 0.000000;; } } } } } }