default { castShadows 1 receiveShadows 1 sampleSize 16 longestCurve 0.000000 } 0 // SURFACE_META V: 32 I: 81 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 1 // SURFACE_META V: 32 I: 81 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 2 // SURFACE_META V: 32 I: 81 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 3 // SURFACE_META V: 32 I: 81 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 4 // SURFACE_META V: 32 I: 81 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 5 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 6 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 7 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 8 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 9 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 10 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 11 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 12 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 13 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 14 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 15 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 16 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 17 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 18 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 19 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 20 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 21 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 22 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 23 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 24 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 25 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 26 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 27 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 28 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 29 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 30 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 31 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 32 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 33 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 34 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 35 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 36 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 37 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 38 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 39 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 40 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 41 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 42 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 43 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 44 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 45 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 46 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 47 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 48 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 49 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 50 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 51 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 52 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 53 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 54 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 55 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 56 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 57 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 58 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 59 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 60 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 61 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 62 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 63 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 64 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/brown3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 65 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 66 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 67 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 68 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 69 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 70 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 71 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 72 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 73 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 74 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 75 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 76 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 77 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 78 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 79 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 80 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 81 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 82 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 83 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 84 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 85 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 86 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 87 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 88 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 89 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 90 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 91 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 92 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 93 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 94 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 95 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 96 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 97 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 98 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 99 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 100 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 101 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 102 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 103 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 104 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 105 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 106 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 107 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 108 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 109 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 110 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 111 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 112 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 113 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 114 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 115 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 116 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 117 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 118 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 119 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 120 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 121 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 122 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 123 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 124 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 125 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 126 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 127 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 128 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 129 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 130 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 131 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 132 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 133 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 134 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 135 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 136 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 137 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 138 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 139 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 140 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 141 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 142 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 143 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 144 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 145 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 146 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 147 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 148 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 149 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 150 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 151 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 152 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 153 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 154 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 155 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 156 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 157 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 158 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 159 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 160 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 161 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 162 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 163 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 164 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 165 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 166 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 167 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 168 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 169 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 170 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 171 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 172 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 173 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 174 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 175 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 176 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 177 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 178 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 179 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 180 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 181 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 182 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 183 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 184 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 185 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 186 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 187 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 188 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 189 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 190 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 191 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 192 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 193 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 194 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 195 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 196 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 197 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 198 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 199 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 200 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 201 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 202 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 203 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 204 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 205 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 206 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 207 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 208 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 209 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 210 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 211 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 212 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 213 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 214 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 215 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 216 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 217 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 218 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 219 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 220 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 221 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 222 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 223 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 224 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 225 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 226 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 227 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 228 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 229 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 230 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 231 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 232 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 233 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 234 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 235 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 236 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 237 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 238 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 239 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 240 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 241 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 242 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 243 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 244 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 245 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 246 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 247 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 248 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 249 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 250 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 251 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 252 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 253 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 254 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 255 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 256 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 257 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 258 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 259 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 260 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 261 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 262 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 263 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 264 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 265 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 266 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 267 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 268 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 269 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 270 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 271 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 272 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 273 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 274 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 275 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 276 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 277 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 278 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 279 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 280 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 281 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 282 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 283 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 284 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 285 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 286 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 287 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 288 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 289 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 290 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 291 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 292 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 293 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 294 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 295 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 296 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 297 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 298 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 299 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 300 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 301 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 302 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 303 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 304 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 305 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 306 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 307 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 308 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 309 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 310 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 311 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 312 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 313 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 314 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 315 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 316 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 317 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 318 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 319 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 320 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 321 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 322 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 323 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 324 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 325 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 326 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 327 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 328 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 329 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 330 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 331 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 332 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 333 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 334 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 335 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 336 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 337 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 338 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 339 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 340 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 341 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 342 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 343 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 344 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 345 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 346 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 347 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 348 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 349 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 350 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 351 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 352 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 353 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 354 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 355 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 356 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 357 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 358 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 359 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 360 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 361 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 362 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 363 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 364 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 365 // SURFACE_META V: 64 I: 192 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 366 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 367 // SURFACE_META V: 64 I: 192 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 368 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 369 // SURFACE_META V: 64 I: 192 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 370 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 371 // SURFACE_META V: 64 I: 192 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 372 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 373 // SURFACE_META V: 64 I: 192 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 374 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 375 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 376 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 377 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 378 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 379 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 380 // SURFACE_META V: 48 I: 144 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 381 // SURFACE_META V: 48 I: 144 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 382 // SURFACE_META V: 48 I: 144 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 383 // SURFACE_META V: 48 I: 144 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 384 // SURFACE_META V: 48 I: 144 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 385 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 386 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 387 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 388 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 389 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 390 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 391 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 392 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 393 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 394 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 395 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 396 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 397 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 398 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 399 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 400 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 401 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 402 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 403 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 404 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 405 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 406 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 407 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 408 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 409 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 410 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 411 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 412 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 413 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 414 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 415 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 416 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 417 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 418 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 419 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 420 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 421 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 422 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 423 // SURFACE_META V: 9 I: 21 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 424 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 425 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 426 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 427 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 428 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 429 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 430 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 431 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 432 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 433 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 434 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 435 // SURFACE_META V: 12 I: 30 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 436 // SURFACE_META V: 12 I: 30 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 437 // SURFACE_META V: 12 I: 30 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 438 // SURFACE_META V: 11 I: 27 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 439 // SURFACE_META V: 12 I: 30 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 440 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 441 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 442 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 443 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 444 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 445 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 446 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 447 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 448 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 449 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 450 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 451 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 452 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 453 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 454 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 455 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 456 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 457 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 458 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 459 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 460 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 461 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 462 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 463 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 464 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 465 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 466 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 467 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 468 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 469 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 470 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 471 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 472 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 473 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 474 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 475 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 476 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 477 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 478 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 479 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 480 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 481 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 482 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 483 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 484 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 485 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 486 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 487 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 488 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 489 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 490 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 491 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 492 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 493 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 494 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 495 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 496 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 497 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 498 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 499 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 500 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 501 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 502 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 503 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 504 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 505 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 506 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 507 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 508 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 509 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 510 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 511 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 512 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 513 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 514 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 515 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 516 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 517 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 518 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 519 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 520 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 521 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 522 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 523 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 524 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 525 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 526 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 527 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 528 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 529 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 530 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 531 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 532 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 533 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 534 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 535 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 536 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 537 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 538 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 539 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 540 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 541 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 542 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 543 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 544 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 545 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 546 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 547 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 548 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 549 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 550 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 551 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 552 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 553 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 554 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 555 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 556 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 557 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 558 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 559 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 560 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 561 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 562 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 563 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 564 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 565 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 566 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 567 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 568 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 569 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 570 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 571 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 572 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 573 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 574 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 575 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 576 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 577 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 578 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 579 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 580 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 581 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 582 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 583 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 584 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 585 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 586 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 587 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 588 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 589 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 590 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 591 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 592 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 593 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 594 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 595 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 596 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 597 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 598 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 599 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 600 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 601 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 602 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 603 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 604 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 605 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 606 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 607 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 608 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 609 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 610 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 611 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 612 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 613 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 614 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 615 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 616 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 617 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 618 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 619 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 620 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 621 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 622 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 623 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 624 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 625 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 626 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 627 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 628 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 629 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 630 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 631 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 632 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 633 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 634 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 635 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 636 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 637 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 638 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 639 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 640 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 641 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 642 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 643 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 644 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 645 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 646 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 647 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 648 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 649 // SURFACE_META V: 8 I: 18 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 650 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 651 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 652 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 653 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 654 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 655 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 656 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 657 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 658 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 659 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 660 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 661 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 662 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 663 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 664 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 665 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/silver3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 666 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/silver3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 667 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/silver3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 668 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/silver3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 669 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 670 // SURFACE_META V: 24 I: 72 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 0.000000 1.000000 ) } 671 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 672 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 673 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 674 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 675 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 676 // SURFACE_META V: 24 I: 72 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 677 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 678 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 679 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 680 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 681 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 682 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 683 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 684 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 685 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 686 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 687 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 688 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 689 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 690 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 691 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 692 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 693 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 694 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 695 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 696 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 697 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 698 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 699 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 700 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 701 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 702 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 703 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 704 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 705 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 706 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 707 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 708 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 709 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 710 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 711 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 712 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 713 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 714 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 715 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 716 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 717 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 718 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 719 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 720 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 721 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 722 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 723 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 724 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 725 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 726 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 727 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 728 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 729 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 730 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 731 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 732 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 1.000000 0.000000 ) } 733 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 734 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 735 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 736 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 737 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 738 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 739 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 740 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 741 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 742 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 743 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 744 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 745 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 746 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 747 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 748 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 749 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 750 // SURFACE_META V: 6 I: 12 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 751 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 1.000000 0.000000 0.000000 ) } 752 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 753 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 754 // SURFACE_META V: 22 I: 60 planar { shader textures/unicolored/beige4_bright lightmapAxis ( -1.000000 0.000000 0.000000 ) } 755 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 756 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/beige4_bright lightmapAxis ( 0.000000 0.000000 1.000000 ) }