zombieofficeroom/zombieofficeroom.pk3dir/maps/zombieofficeroom.srf

8060 lines
177 KiB
Text

default
{
castShadows 1
receiveShadows 1
sampleSize 8
longestCurve 0.000000
}
0 // SURFACE_PATCH V: 15 I: 0 planar
{
shader textures/textures-css_brick/offwllb
longestCurve 42.511299
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1 // SURFACE_PATCH V: 15 I: 0 planar
{
shader textures/textures-css_brick/offwllb
longestCurve 42.511299
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
2 // SURFACE_PATCH V: 27 I: 0
{
shader textures/textures-css_cs_havana/filecabside02
longestCurve 42.511299
}
3 // SURFACE_PATCH V: 45 I: 0
{
shader textures/textures-hl2_props/carpetfloor006a
longestCurve 21.771921
}
4 // SURFACE_PATCH V: 45 I: 0
{
shader textures/textures-hl2_props/carpetfloor006a
longestCurve 21.771921
}
5 // SURFACE_PATCH V: 45 I: 0
{
shader textures/textures-hl2_props/carpetfloor006a
longestCurve 21.771921
}
6 // SURFACE_PATCH V: 45 I: 0
{
shader textures/textures-hl2_props/carpetfloor006a
longestCurve 21.771921
}
7 // SURFACE_PATCH V: 9 I: 0
{
shader textures/zombieofficeroom_sets/green
longestCurve 169.643738
}
8 // SURFACE_PATCH V: 9 I: 0
{
shader textures/textures-css_plaster/offwllc
longestCurve 116.346733
}
9 // SURFACE_TRIANGLES V: 48 I: 54
{
shader textures/zombietextures_models/monitor01
sampleSize 0
}
10 // SURFACE_TRIANGLES V: 312 I: 324
{
shader textures/zombietextures_models/monitor01
sampleSize 0
}
11 // SURFACE_TRIANGLES V: 48 I: 54
{
shader textures/zombietextures_models/monitor01
sampleSize 0
}
12 // SURFACE_TRIANGLES V: 312 I: 324
{
shader textures/zombietextures_models/monitor01
sampleSize 0
}
13 // SURFACE_TRIANGLES V: 246 I: 246
{
shader textures/zombieofficeroom_models/walter/Sci3(Back2)
sampleSize 0
}
14 // SURFACE_TRIANGLES V: 66 I: 66
{
shader textures/zombieofficeroom_models/walter/Sci3(L-Leg)
sampleSize 0
}
15 // SURFACE_TRIANGLES V: 240 I: 240
{
shader textures/zombieofficeroom_models/walter/Sci3(Shoe)
sampleSize 0
}
16 // SURFACE_TRIANGLES V: 99 I: 99
{
shader textures/zombieofficeroom_models/walter/Sci3(Chest)
sampleSize 0
}
17 // SURFACE_TRIANGLES V: 57 I: 57
{
shader textures/zombieofficeroom_models/walter/Sci3(Pelvis)
sampleSize 0
}
18 // SURFACE_TRIANGLES V: 96 I: 96
{
shader textures/zombieofficeroom_models/walter/Sci3(C-Tail)
sampleSize 0
}
19 // SURFACE_TRIANGLES V: 120 I: 120
{
shader textures/zombieofficeroom_models/walter/SCI3_LegBack1
sampleSize 0
}
20 // SURFACE_TRIANGLES V: 75 I: 75
{
shader textures/zombieofficeroom_models/walter/SCI3_Collar1
sampleSize 0
}
21 // SURFACE_TRIANGLES V: 66 I: 66
{
shader textures/zombieofficeroom_models/walter/Sci3(R-Leg)
sampleSize 0
}
22 // SURFACE_TRIANGLES V: 75 I: 75
{
shader textures/zombieofficeroom_models/walter/Sci3(R-Arm)
sampleSize 0
}
23 // SURFACE_TRIANGLES V: 162 I: 162
{
shader textures/zombieofficeroom_models/walter/Sci2_Hand1
sampleSize 0
}
24 // SURFACE_TRIANGLES V: 18 I: 18
{
shader textures/zombieofficeroom_models/walter/Sci2_Knuckles
sampleSize 0
}
25 // SURFACE_TRIANGLES V: 75 I: 75
{
shader textures/zombieofficeroom_models/walter/Sci3(L-Arm)
sampleSize 0
}
26 // SURFACE_TRIANGLES V: 285 I: 285
{
shader textures/zombieofficeroom_models/walter/SCI3X_HSide1
sampleSize 0
}
27 // SURFACE_TRIANGLES V: 363 I: 363
{
shader textures/zombieofficeroom_models/walter/SCI3X_Face1
sampleSize 0
}
28 // SURFACE_TRIANGLES V: 42 I: 42
{
shader textures/zombieofficeroom_models/walter/Sci2_Tounge
sampleSize 0
}
29 // SURFACE_TRIANGLES V: 36 I: 36
{
shader textures/zombieofficeroom_models/walter/Sci2_Teeth
sampleSize 0
}
30 // SURFACE_TRIANGLES V: 72 I: 72
{
shader textures/zombieofficeroom_models/walter/SCI3X_Glasses1
sampleSize 0
}
31 // SURFACE_TRIANGLES V: 27 I: 27
{
shader textures/zombieofficeroom_models/walter/SCI3X_GRim1
sampleSize 0
}
32 // SURFACE_TRIANGLES V: 246 I: 246
{
shader textures/zombieofficeroom_models/walter/Sci3(Back2)
sampleSize 0
}
33 // SURFACE_TRIANGLES V: 66 I: 66
{
shader textures/zombieofficeroom_models/walter/Sci3(L-Leg)
sampleSize 0
}
34 // SURFACE_TRIANGLES V: 240 I: 240
{
shader textures/zombieofficeroom_models/walter/Sci3(Shoe)
sampleSize 0
}
35 // SURFACE_TRIANGLES V: 99 I: 99
{
shader textures/zombieofficeroom_models/walter/Sci3(Chest)
sampleSize 0
}
36 // SURFACE_TRIANGLES V: 57 I: 57
{
shader textures/zombieofficeroom_models/walter/Sci3(Pelvis)
sampleSize 0
}
37 // SURFACE_TRIANGLES V: 96 I: 96
{
shader textures/zombieofficeroom_models/walter/Sci3(C-Tail)
sampleSize 0
}
38 // SURFACE_TRIANGLES V: 120 I: 120
{
shader textures/zombieofficeroom_models/walter/SCI3_LegBack1
sampleSize 0
}
39 // SURFACE_TRIANGLES V: 75 I: 75
{
shader textures/zombieofficeroom_models/walter/SCI3_Collar1
sampleSize 0
}
40 // SURFACE_TRIANGLES V: 66 I: 66
{
shader textures/zombieofficeroom_models/walter/Sci3(R-Leg)
sampleSize 0
}
41 // SURFACE_TRIANGLES V: 75 I: 75
{
shader textures/zombieofficeroom_models/walter/Sci3(R-Arm)
sampleSize 0
}
42 // SURFACE_TRIANGLES V: 162 I: 162
{
shader textures/zombieofficeroom_models/walter/Sci2_Hand1
sampleSize 0
}
43 // SURFACE_TRIANGLES V: 18 I: 18
{
shader textures/zombieofficeroom_models/walter/Sci2_Knuckles
sampleSize 0
}
44 // SURFACE_TRIANGLES V: 75 I: 75
{
shader textures/zombieofficeroom_models/walter/Sci3(L-Arm)
sampleSize 0
}
45 // SURFACE_TRIANGLES V: 285 I: 285
{
shader textures/zombieofficeroom_models/walter/SCI3X_HSide1
sampleSize 0
}
46 // SURFACE_TRIANGLES V: 363 I: 363
{
shader textures/zombieofficeroom_models/walter/SCI3X_Face1
sampleSize 0
}
47 // SURFACE_TRIANGLES V: 42 I: 42
{
shader textures/zombieofficeroom_models/walter/Sci2_Tounge
sampleSize 0
}
48 // SURFACE_TRIANGLES V: 36 I: 36
{
shader textures/zombieofficeroom_models/walter/Sci2_Teeth
sampleSize 0
}
49 // SURFACE_TRIANGLES V: 72 I: 72
{
shader textures/zombieofficeroom_models/walter/SCI3X_Glasses1
sampleSize 0
}
50 // SURFACE_TRIANGLES V: 27 I: 27
{
shader textures/zombieofficeroom_models/walter/SCI3X_GRim1
sampleSize 0
}
51 // SURFACE_META V: 71 I: 258
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
52 // SURFACE_META V: 28 I: 93
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
53 // SURFACE_META V: 70 I: 288
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
54 // SURFACE_META V: 59 I: 219
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
55 // SURFACE_META V: 436 I: 1812
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
56 // SURFACE_META V: 29 I: 75
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
57 // SURFACE_META V: 48 I: 189
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
58 // SURFACE_META V: 596 I: 2703
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
59 // SURFACE_META V: 463 I: 1944
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
60 // SURFACE_META V: 33 I: 99
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
61 // SURFACE_META V: 103 I: 444
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
62 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
63 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
64 // SURFACE_META V: 3 I: 3
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
65 // SURFACE_META V: 73 I: 306
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
66 // SURFACE_META V: 3 I: 3
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
67 // SURFACE_META V: 52 I: 147
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
68 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
69 // SURFACE_META V: 3 I: 3
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
70 // SURFACE_META V: 6 I: 9
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
71 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
72 // SURFACE_META V: 79 I: 312
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
73 // SURFACE_META V: 3 I: 3
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
74 // SURFACE_META V: 29 I: 84
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
75 // SURFACE_META V: 432 I: 1824
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
76 // SURFACE_META V: 4 I: 6
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
77 // SURFACE_META V: 3 I: 3
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
78 // SURFACE_META V: 3 I: 3
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
79 // SURFACE_META V: 52 I: 192
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
80 // SURFACE_META V: 71 I: 279
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
81 // SURFACE_META V: 60 I: 231
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
82 // SURFACE_META V: 33 I: 93
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
83 // SURFACE_META V: 4 I: 6
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
84 // SURFACE_META V: 74 I: 261
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
85 // SURFACE_META V: 26 I: 81
{
shader textures/zombieofficeroom_models/173
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
86 // SURFACE_META V: 38 I: 78 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
87 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
88 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
89 // SURFACE_META V: 31 I: 78 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
90 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
91 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
92 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
93 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
94 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
95 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
96 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
97 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
98 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
99 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
100 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
101 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
102 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
103 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
104 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
105 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
106 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
107 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
108 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
109 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
110 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
111 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_concrete/asphalt12a
entity 47
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
112 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_tile/milflr001_ref
entity 24
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
113 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_tile/milflr001_ref
entity 26
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
114 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_tile/milflr001_ref
entity 25
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
115 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
116 // SURFACE_META V: 16 I: 24 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
117 // SURFACE_META V: 16 I: 24 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
118 // SURFACE_META V: 16 I: 24 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
119 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
120 // SURFACE_META V: 16 I: 24 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
121 // SURFACE_META V: 16 I: 24 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
122 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
123 // SURFACE_META V: 16 I: 24 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
124 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
125 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
126 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
127 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
128 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
129 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/overlay_datetime_image
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
130 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_animated/+aspinmonkey
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
131 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_animated/+aspinmonkey
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
132 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_animated/+aspinmonkey
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
133 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_animated/+aspinmonkey
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
134 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_animated/+aspinmonkey
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
135 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_animated/+aspinmonkey
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
136 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldyzipper
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
137 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombieofficeroom_walterlab/moldyzipper
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
138 // SURFACE_META V: 6 I: 15 planar
{
shader textures/zombieofficeroom_walterlab/moldyzipper
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
139 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldyzipper
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
140 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldyzipper
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
141 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldyzipper
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
142 // SURFACE_META V: 10 I: 24 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
143 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
144 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
145 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
146 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
147 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
148 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
149 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
150 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
151 // SURFACE_META V: 7 I: 15 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
152 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
153 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
154 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
155 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
156 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
157 // SURFACE_META V: 10 I: 24 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
158 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
159 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
160 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
161 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/moldybag
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
162 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
163 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
164 // SURFACE_META V: 7 I: 15 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
165 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
166 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
167 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
168 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
169 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
170 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
171 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
172 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
173 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
174 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
175 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
176 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
177 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
178 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
179 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
180 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
181 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
182 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
183 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
184 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
185 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
186 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
187 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
188 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
189 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
190 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
191 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
192 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
193 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
194 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
195 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
196 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
197 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
198 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
199 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
200 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
201 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
202 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
203 // SURFACE_META V: 13 I: 33 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
204 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
205 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
206 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
207 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
208 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
209 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
210 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
211 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
212 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
213 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
214 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
215 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
216 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
217 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
218 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
219 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
220 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
221 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
222 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
223 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
224 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
225 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
226 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
227 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
228 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
229 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
230 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
231 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
232 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
233 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
234 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
235 // SURFACE_META V: 7 I: 15 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
236 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
237 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
238 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
239 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
240 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
241 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
242 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
243 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
244 // SURFACE_META V: 7 I: 15 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
245 // SURFACE_META V: 8 I: 18 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
246 // SURFACE_META V: 9 I: 21 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
247 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
248 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
249 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
250 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
251 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
252 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
253 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
254 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
255 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
256 // SURFACE_META V: 8 I: 18 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
257 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
258 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
259 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
260 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
261 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
262 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
263 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
264 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
265 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
266 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
267 // SURFACE_META V: 7 I: 15 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
268 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
269 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
270 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
271 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
272 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
273 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
274 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
275 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
276 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
277 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
278 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
279 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
280 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
281 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
282 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
283 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
284 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
285 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
286 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
287 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
288 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
289 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
290 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
291 // SURFACE_META V: 10 I: 24 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
292 // SURFACE_META V: 10 I: 24 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
293 // SURFACE_META V: 10 I: 24 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
294 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
295 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
296 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
297 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
298 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
299 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
300 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
301 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
302 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
303 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
304 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
305 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
306 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
307 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
308 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
309 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
310 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
311 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
312 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
313 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
314 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
315 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
316 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
317 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
318 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
319 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
320 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
321 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
322 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
323 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
324 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
325 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
326 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
327 // SURFACE_META V: 14 I: 30 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
328 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
329 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
330 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
331 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
332 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
333 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
334 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
335 // SURFACE_META V: 8 I: 18 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
336 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
337 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
338 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
339 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
340 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
341 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
342 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
343 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
344 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
345 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
346 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
347 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
348 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
349 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
350 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
351 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
352 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
353 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
354 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
355 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
356 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
357 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
358 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
359 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
360 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
361 // SURFACE_META V: 11 I: 21 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
362 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
363 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
364 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
365 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
366 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
367 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
368 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/explodedmold
entity 26
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
369 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/segamoldstation
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
370 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/segamoldstation
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
371 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/segamoldstation
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
372 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/segamoldstation
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
373 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/segamoldstation
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
374 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
375 // SURFACE_META V: 12 I: 36 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
376 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
377 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
378 // SURFACE_META V: 14 I: 48 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
379 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
380 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
381 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
382 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
383 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
384 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
385 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
386 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
387 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
388 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
389 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
390 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor002a
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
391 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiescreen
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
392 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/alphainvestment69top
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
393 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/alphainvestment69top
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
394 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/alphainvestment69top
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
395 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/alphainvestment69top
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
396 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/alphainvestment69top
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
397 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
398 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
399 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
400 // SURFACE_META V: 7 I: 15 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
401 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
402 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
403 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
404 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
405 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
406 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
407 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
408 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
409 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
410 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflra
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
411 // SURFACE_META V: 14 I: 30 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
412 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
413 // SURFACE_META V: 16 I: 36 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
414 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
415 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
416 // SURFACE_META V: 9 I: 15 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
417 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
418 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
419 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
420 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
421 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
422 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
423 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
424 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
425 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
426 // SURFACE_META V: 10 I: 18 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
427 // SURFACE_META V: 9 I: 21 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
428 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
429 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
430 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
431 // SURFACE_META V: 11 I: 21 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
432 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
433 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
434 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
435 // SURFACE_META V: 11 I: 21 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
436 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
437 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
438 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
439 // SURFACE_META V: 11 I: 21 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
440 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
441 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
442 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
443 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
444 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
445 // SURFACE_META V: 10 I: 21 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
446 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
447 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
448 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
449 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
450 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
451 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
452 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
453 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
454 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
455 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
456 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
457 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
458 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
459 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 24
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
460 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
461 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
462 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
463 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
464 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
465 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 26
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
466 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
467 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
468 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
469 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflra
entity 25
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
470 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/im25cover
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
471 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/im25cover
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
472 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/im25cover
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
473 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/im25cover
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
474 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/im25cover
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
475 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/filecabside02
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
476 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/filecabside02
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
477 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/filecabside02
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
478 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/filecabside02
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
479 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/filecabside02
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
480 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
481 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
482 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
483 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
484 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
485 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
486 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
487 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
488 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
489 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
490 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
491 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
492 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
493 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
494 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
495 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
496 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
497 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
498 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
499 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
500 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
501 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
502 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
503 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
504 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
505 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
506 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
507 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
508 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
509 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
510 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
511 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
512 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
513 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
514 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
515 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
516 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
517 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
518 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
519 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_room/zombiecomputer
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
520 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor005a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
521 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor005a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
522 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor005a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
523 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor005a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
524 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalfloor005a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
525 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
526 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
527 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
528 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
529 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
530 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
531 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
532 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
533 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
534 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
535 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
536 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
537 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
538 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
539 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
540 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
541 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
542 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
543 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
544 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodwall040a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
545 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
546 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
547 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
548 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
549 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
550 // SURFACE_META V: 13 I: 21 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
551 // SURFACE_META V: 57 I: 120 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
552 // SURFACE_META V: 31 I: 66 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
553 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
554 // SURFACE_META V: 12 I: 30 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
555 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
556 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
557 // SURFACE_META V: 22 I: 42 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
558 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
559 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
560 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
561 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
562 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
563 // SURFACE_META V: 13 I: 21 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
564 // SURFACE_META V: 46 I: 102 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
565 // SURFACE_META V: 11 I: 30 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
566 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
567 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
568 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
569 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
570 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
571 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
572 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
573 // SURFACE_META V: 13 I: 21 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
574 // SURFACE_META V: 11 I: 30 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
575 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
576 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
577 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
578 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
579 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
580 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
581 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
582 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
583 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
584 // SURFACE_META V: 8 I: 12 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
585 // SURFACE_META V: 13 I: 21 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
586 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
587 // SURFACE_META V: 18 I: 48 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
588 // SURFACE_META V: 20 I: 57 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
589 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
590 // SURFACE_META V: 10 I: 24 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
591 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
592 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
593 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
594 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
595 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
596 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_wood/woodstair002c
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
597 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/misc_fr00t_1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
598 // SURFACE_META V: 8 I: 12 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
599 // SURFACE_META V: 62 I: 138 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
600 // SURFACE_META V: 15 I: 42 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
601 // SURFACE_META V: 18 I: 30 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
602 // SURFACE_META V: 15 I: 42 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
603 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
604 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
605 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
606 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
607 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
608 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
609 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
610 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
611 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
612 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
613 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
614 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
615 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
616 // SURFACE_META V: 8 I: 12 planar
{
shader textures/textures-css_cs_havana/mtla
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
617 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
618 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
619 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
620 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
621 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
622 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
623 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
624 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
625 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
626 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
627 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
628 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
629 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
630 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
631 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
632 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
633 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
634 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
635 // SURFACE_META V: 7 I: 15 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
636 // SURFACE_META V: 3 I: 3 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
637 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
638 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
639 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
640 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
641 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
642 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
643 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
644 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
645 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
646 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
647 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
648 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
649 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
650 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
651 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
652 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
653 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
654 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
655 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
656 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
657 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
658 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
659 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
660 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
661 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
662 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
663 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
664 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
665 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
666 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
667 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
668 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
669 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
670 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
671 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
672 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
673 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
674 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
675 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
676 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
677 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
678 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
679 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
680 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
681 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
682 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
683 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
684 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
685 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
686 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
687 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
688 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
689 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
690 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
691 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
692 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
693 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
694 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
695 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
696 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
697 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
698 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
699 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
700 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
701 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
702 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
703 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
704 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
705 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
706 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
707 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
708 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
709 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
710 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
711 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
712 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
713 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
714 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
715 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
716 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
717 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
718 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
719 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
720 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
721 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
722 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
723 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
724 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
725 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
726 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
727 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
728 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
729 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
730 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
731 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_cs_italy/picrate1
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
732 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
733 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
734 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
735 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
736 // SURFACE_META V: 10 I: 18 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
737 // SURFACE_META V: 10 I: 18 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
738 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
739 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
740 // SURFACE_META V: 10 I: 18 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
741 // SURFACE_META V: 10 I: 18 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
742 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
743 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
744 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
745 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalhull010b
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
746 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalhull013a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
747 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_metal/metalhull013a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
748 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_metal/metalhull013a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
749 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_metal/metalhull013a
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
750 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalhull013a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
751 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metalhull013a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
752 // SURFACE_META V: 10 I: 24 planar
{
shader textures/zombietextures_brick/bricks07
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
753 // SURFACE_META V: 12 I: 30 planar
{
shader textures/zombietextures_brick/bricks07
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
754 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks07
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
755 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks07
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
756 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks07
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
757 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks07
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
758 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
759 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
760 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
761 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
762 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
763 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
764 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
765 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
766 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
767 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
768 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
769 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
770 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
771 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
772 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
773 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
774 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
775 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
776 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
777 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
778 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
779 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
780 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
781 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
782 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
783 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
784 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
785 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
786 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
787 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white50_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
788 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
789 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
790 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
791 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
792 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
793 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
794 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
795 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
796 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
797 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
798 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
799 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
800 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
801 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
802 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
803 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
804 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
805 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
806 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
807 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
808 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
809 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
810 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
811 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
812 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
813 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
814 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
815 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
816 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
817 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
818 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
819 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
820 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
821 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
822 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
823 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
824 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
825 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
826 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
827 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
828 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
829 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
830 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
831 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
832 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
833 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
834 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
835 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
836 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
837 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
838 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
839 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
840 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
841 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
842 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
843 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
844 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
845 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
846 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
847 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
848 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
849 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
850 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
851 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
852 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
853 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
854 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
855 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
856 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
857 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
858 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
859 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
860 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
861 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
862 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
863 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
864 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
865 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
866 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
867 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
868 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
869 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
870 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
871 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
872 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
873 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
874 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
875 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
876 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
877 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
878 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
879 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
880 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
881 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
882 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
883 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
884 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
885 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
886 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
887 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
888 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
889 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
890 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
891 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
892 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
893 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
894 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
895 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
896 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
897 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
898 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
899 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
900 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
901 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
902 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
903 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
904 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
905 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
906 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
907 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_fx/white25_ref
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
908 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_glass/offwndwb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
909 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_glass/offwndwb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
910 // SURFACE_META V: 20 I: 42 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
911 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
912 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
913 // SURFACE_META V: 7 I: 15 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
914 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
915 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
916 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
917 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
918 // SURFACE_META V: 7 I: 15 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
919 // SURFACE_META V: 9 I: 15 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
920 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
921 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
922 // SURFACE_META V: 8 I: 12 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
923 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
924 // SURFACE_META V: 7 I: 15 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
925 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_props/carpetfloor006a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
926 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/green
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
927 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/green
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
928 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/green
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
929 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/green
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
930 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/green
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
931 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/green
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
932 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/green
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
933 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/green
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
934 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/green
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
935 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_sets/green
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
936 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
937 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
938 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
939 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
940 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
941 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
942 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
943 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
944 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
945 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
946 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
947 // SURFACE_META V: 14 I: 24 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
948 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
949 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
950 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
951 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
952 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
953 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
954 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
955 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
956 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
957 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
958 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
959 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
960 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
961 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor014a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
962 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombietextures_tiles/ceilingtilesa
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
963 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_vehicle/metaltrain001c
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
964 // SURFACE_META V: 11 I: 27 planar
{
shader textures/textures-hl2_vehicle/metaltrain001c
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
965 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_vehicle/metaltrain001c
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
966 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_vehicle/metaltrain001c
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
967 // SURFACE_META V: 9 I: 21 planar
{
shader textures/zombietextures_fabric/faboric04-darkblue
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
968 // SURFACE_META V: 10 I: 24 planar
{
shader textures/zombietextures_fabric/faboric04-darkblue
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
969 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_fabric/faboric04-darkblue
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
970 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_fabric/faboric04-darkblue
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
971 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
972 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
973 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
974 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
975 // SURFACE_META V: 6 I: 9 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
976 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
977 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
978 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
979 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
980 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
981 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
982 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
983 // SURFACE_META V: 8 I: 18 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
984 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
985 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
986 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
987 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
988 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
989 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
990 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
991 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
992 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
993 // SURFACE_META V: 7 I: 15 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
994 // SURFACE_META V: 14 I: 36 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
995 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
996 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
997 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
998 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
999 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1000 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1001 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1002 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1003 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1004 // SURFACE_META V: 8 I: 18 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1005 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1006 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1007 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1008 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1009 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1010 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1011 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1012 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1013 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1014 // SURFACE_META V: 6 I: 12 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1015 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1016 // SURFACE_META V: 8 I: 18 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1017 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_brick/bricks08
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1018 // SURFACE_META V: 12 I: 18 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1019 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1020 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1021 // SURFACE_META V: 21 I: 33 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1022 // SURFACE_META V: 12 I: 18 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1023 // SURFACE_META V: 21 I: 33 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1024 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1025 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1026 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1027 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1028 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1029 // SURFACE_META V: 14 I: 24 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1030 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1031 // SURFACE_META V: 12 I: 24 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1032 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1033 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1034 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1035 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1036 // SURFACE_META V: 17 I: 33 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1037 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1038 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1039 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1040 // SURFACE_META V: 7 I: 12 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1041 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1042 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1043 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1044 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterwall032a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1045 // SURFACE_META V: 8 I: 18 planar
{
shader textures/zombietextures_plaster/plasterwooda
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1046 // SURFACE_META V: 7 I: 15 planar
{
shader textures/zombietextures_plaster/plasterwooda
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1047 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_plaster/plasterwooda
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1048 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_plaster/plasterwooda
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1049 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1050 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1051 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1052 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1053 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1054 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1055 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1056 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1057 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1058 // SURFACE_META V: 10 I: 18 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1059 // SURFACE_META V: 54 I: 102 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1060 // SURFACE_META V: 36 I: 54 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1061 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1062 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1063 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1064 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1065 // SURFACE_META V: 16 I: 42 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1066 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1067 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1068 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1069 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1070 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1071 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1072 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1073 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1074 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1075 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1076 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1077 // SURFACE_META V: 10 I: 18 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1078 // SURFACE_META V: 11 I: 21 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1079 // SURFACE_META V: 9 I: 15 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1080 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1081 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1082 // SURFACE_META V: 8 I: 12 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1083 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1084 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1085 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1086 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1087 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1088 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1089 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1090 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1091 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1092 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1093 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1094 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1095 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_brick/offwllb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1096 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1097 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1098 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1099 // SURFACE_META V: 43 I: 99 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1100 // SURFACE_META V: 10 I: 24 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1101 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1102 // SURFACE_META V: 18 I: 36 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1103 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1104 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1105 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1106 // SURFACE_META V: 13 I: 36 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1107 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1108 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1109 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1110 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1111 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1112 // SURFACE_META V: 24 I: 63 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1113 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1114 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1115 // SURFACE_META V: 17 I: 33 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1116 // SURFACE_META V: 17 I: 33 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1117 // SURFACE_META V: 8 I: 12 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1118 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1119 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1120 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1121 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1122 // SURFACE_META V: 7 I: 15 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1123 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1124 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_carpet/offflrb
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1125 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1126 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1127 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1128 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1129 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1130 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1131 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1132 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1133 // SURFACE_META V: 10 I: 27 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1134 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1135 // SURFACE_META V: 23 I: 63 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1136 // SURFACE_META V: 18 I: 51 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1137 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1138 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1139 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1140 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1141 // SURFACE_META V: 7 I: 15 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1142 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1143 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1144 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1145 // SURFACE_META V: 10 I: 24 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1146 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1147 // SURFACE_META V: 3 I: 3 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1148 // SURFACE_META V: 9 I: 24 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1149 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1150 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1151 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1152 // SURFACE_META V: 3 I: 3 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1153 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1154 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_plaster/plasterceiling002b
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1155 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombietextures_wood/wood02a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1156 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombietextures_wood/wood02a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1157 // SURFACE_META V: 13 I: 36 planar
{
shader textures/zombietextures_wood/wood02a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1158 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1159 // SURFACE_META V: 14 I: 36 planar
{
shader textures/zombietextures_wood/wood02a
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1160 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1161 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1162 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1163 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1164 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1165 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_building_template/roof_template001a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1166 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_building_template/roof_template001a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1167 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_building_template/roof_template001a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1168 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_building_template/roof_template001a
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1169 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_building_template/roof_template001a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1170 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_building_template/roof_template001a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1171 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1172 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1173 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1174 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1175 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1176 // SURFACE_META V: 20 I: 42 planar
{
shader textures/zombietextures_fabric/fabric04-tan
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1177 // SURFACE_META V: 16 I: 30 planar
{
shader textures/zombietextures_fabric/fabric04-tan
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1178 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_fabric/fabric04-tan
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1179 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_fabric/fabric04-tan
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1180 // SURFACE_META V: 5 I: 9 planar
{
shader textures/zombietextures_fabric/fabric04-tan
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1181 // SURFACE_META V: 7 I: 15 planar
{
shader textures/zombietextures_fabric/fabric04-tan
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1182 // SURFACE_META V: 3 I: 3 planar
{
shader textures/zombietextures_fabric/fabric04-tan
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1183 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_fabric/fabric04-tan
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1184 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_fabric/fabric04-tan
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1185 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_fabric/fabric04-tan
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1186 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_fabric/fabric04-tan
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1187 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1188 // SURFACE_META V: 28 I: 48 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1189 // SURFACE_META V: 30 I: 54 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1190 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1191 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1192 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1193 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1194 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1195 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1196 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1197 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1198 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1199 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1200 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1201 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1202 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1203 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1204 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1205 // SURFACE_META V: 26 I: 54 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1206 // SURFACE_META V: 45 I: 81 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1207 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1208 // SURFACE_META V: 14 I: 24 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1209 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1210 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1211 // SURFACE_META V: 10 I: 24 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1212 // SURFACE_META V: 5 I: 9 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1213 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1214 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1215 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwllc
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1216 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_brick/brickwall003a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1217 // SURFACE_META V: 12 I: 18 planar
{
shader textures/textures-hl2_brick/brickwall003a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1218 // SURFACE_META V: 12 I: 18 planar
{
shader textures/textures-hl2_brick/brickwall003a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1219 // SURFACE_META V: 14 I: 24 planar
{
shader textures/textures-hl2_brick/brickwall003a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1220 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_brick/brickwall003a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1221 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_brick/brickwall003a
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1222 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_brick/brickwall003a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1223 // SURFACE_META V: 12 I: 18 planar
{
shader textures/textures-hl2_concrete/concretefloor011a
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1224 // SURFACE_META V: 20 I: 36 planar
{
shader textures/textures-hl2_concrete/concretefloor011a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1225 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor011a
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1226 // SURFACE_META V: 12 I: 18 planar
{
shader textures/textures-hl2_concrete/concretefloor011a
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1227 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor011a
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1228 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor019a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1229 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_nature/grassfloor002a
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1230 // SURFACE_META V: 4 I: 6 planar
{
shader textures/skies/calm_sea
sampleSize 0
}
1231 // SURFACE_META V: 4 I: 6 planar
{
shader textures/skies/calm_sea
sampleSize 0
}
1232 // SURFACE_META V: 4 I: 6 planar
{
shader textures/skies/calm_sea
sampleSize 0
}
1233 // SURFACE_META V: 4 I: 6 planar
{
shader textures/skies/calm_sea
sampleSize 0
}
1234 // SURFACE_META V: 4 I: 6 planar
{
shader textures/skies/calm_sea
sampleSize 0
}
1235 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metaldoor042a
entity 5
castShadows 0
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1236 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metaldoor042a
entity 5
castShadows 0
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1237 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metaldoor042a
entity 5
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1238 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metaldoor042a
entity 5
castShadows 0
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1239 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metaldoor042a
entity 5
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1240 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_metal/metaldoor042a
entity 5
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1241 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_metal/metaldoor01
entity 6
castShadows 0
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1242 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_metal/metaldoor01
entity 6
castShadows 0
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1243 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_metal/metaldoor01
entity 6
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1244 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_metal/metaldoor01
entity 6
castShadows 0
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1245 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_metal/metaldoor01
entity 6
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1246 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_metal/metaldoor01
entity 6
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1247 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1248 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1249 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1250 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1251 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1252 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1253 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1254 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1255 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1256 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1257 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1258 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-css_plaster/offwlld
entity 10
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1259 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02
entity 23
castShadows 0
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1260 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02
entity 23
castShadows 0
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1261 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02
entity 23
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1262 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02
entity 23
castShadows 0
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1263 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02
entity 23
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1264 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombietextures_wood/wood02
entity 23
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1265 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 28
castShadows 0
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1266 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 28
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1267 // SURFACE_META V: 8 I: 18 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 28
castShadows 0
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1268 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 28
castShadows 0
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1269 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 28
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1270 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 28
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1271 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 28
castShadows 0
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1272 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 28
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1273 // SURFACE_META V: 10 I: 18 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1274 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1275 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1276 // SURFACE_META V: 10 I: 18 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1277 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1278 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1279 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1280 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1281 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1282 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1283 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1284 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 29
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1285 // SURFACE_META V: 11 I: 27 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 30
castShadows 0
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1286 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 30
castShadows 0
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1287 // SURFACE_META V: 6 I: 12 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 30
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1288 // SURFACE_META V: 10 I: 24 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 30
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1289 // SURFACE_META V: 11 I: 27 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 30
castShadows 0
lightmapAxis ( -1.000000 0.000000 0.000000 )
}
1290 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 30
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1291 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 30
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1292 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 30
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1293 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 30
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1294 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 30
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1295 // SURFACE_META V: 4 I: 6 planar
{
shader textures/textures-hl2_concrete/concretefloor009a
entity 30
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1296 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/walterstanding
entity 54
castShadows 0
lightmapAxis ( 1.000000 0.000000 0.000000 )
}
1297 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/walterstanding
entity 54
castShadows 0
lightmapAxis ( 0.000000 0.000000 1.000000 )
}
1298 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/walterstanding
entity 54
castShadows 0
lightmapAxis ( 0.000000 -1.000000 0.000000 )
}
1299 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/walterstanding
entity 54
castShadows 0
lightmapAxis ( 0.000000 0.000000 -1.000000 )
}
1300 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/walterstanding
entity 54
castShadows 0
lightmapAxis ( 0.000000 1.000000 0.000000 )
}
1301 // SURFACE_META V: 4 I: 6 planar
{
shader textures/zombieofficeroom_walterlab/walterstanding
entity 54
castShadows 0
lightmapAxis ( -1.000000 0.000000 0.000000 )
}