default { castShadows 1 receiveShadows 1 sampleSize 16 longestCurve 0.000000 } 0 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_039 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 1 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_039 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 2 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 3 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 4 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 5 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 6 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 7 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 8 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 9 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 10 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 11 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 12 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 13 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 14 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 15 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 16 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 17 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 18 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 19 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 20 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 21 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 22 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 23 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 24 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 25 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 26 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 27 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 28 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 29 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 30 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 31 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 32 // SURFACE_META V: 3 I: 3 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 33 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 34 // SURFACE_META V: 4 I: 6 planar { shader textures/metal_x1/metal_x1_038 lightmapAxis ( -1.000000 0.000000 0.000000 ) }