// Game: Quake 2 // Format: Quake2 // entity 0 { "classname" "worldspawn" "_tb_textures" "textures/e1u1" // brush 0 { ( -160 0 0 ) ( -160 1 0 ) ( -160 0 1 ) e1u1/c_met11_2 0 0 0 1 1 ( -160 0 0 ) ( -160 0 1 ) ( -159 0 0 ) e1u1/c_met11_2 0 0 0 1 1 ( -160 0 0 ) ( -159 0 0 ) ( -160 1 0 ) e1u1/c_met11_2 0 0 0 1 1 ( 64 160 32 ) ( 64 161 32 ) ( 65 160 32 ) e1u1/c_met11_2 0 0 0 1 1 ( 64 160 32 ) ( 65 160 32 ) ( 64 160 33 ) e1u1/c_met11_2 0 0 0 1 1 ( 64 160 32 ) ( 64 160 33 ) ( 64 161 32 ) e1u1/c_met11_2 0 0 0 1 1 } // brush 1 { ( -160 0 0 ) ( -160 1 0 ) ( -160 0 1 ) e1u1/c_met11_2 0 0 0 1 1 ( -160 0 0 ) ( -160 0 1 ) ( -159 0 0 ) e1u1/c_met11_2 0 0 0 1 1 ( 64 160 32 ) ( 65 160 32 ) ( 64 161 32 ) e1u1/c_met11_2 0 0 0 1 1 ( 64 160 64 ) ( 64 161 64 ) ( 65 160 64 ) e1u1/c_met11_2 0 0 0 1 1 ( 64 160 32 ) ( 65 160 32 ) ( 64 160 33 ) e1u1/c_met11_2 0 0 0 1 1 ( -128 160 32 ) ( -128 160 33 ) ( -128 161 32 ) e1u1/c_met11_2 0 0 0 1 1 } // brush 2 { ( -128 160 32 ) ( -128 161 32 ) ( -128 160 33 ) e1u1/c_met11_2 0 0 0 1 1 ( -160 144 0 ) ( -160 144 1 ) ( -159 144 0 ) e1u1/c_met11_2 0 0 0 1 1 ( 64 160 32 ) ( 65 160 32 ) ( 64 161 32 ) e1u1/c_met11_2 0 0 0 1 1 ( 64 160 64 ) ( 64 161 64 ) ( 65 160 64 ) e1u1/c_met11_2 0 0 0 1 1 ( 64 160 32 ) ( 65 160 32 ) ( 64 160 33 ) e1u1/c_met11_2 0 0 0 1 1 ( 64 160 32 ) ( 64 160 33 ) ( 64 161 32 ) e1u1/c_met11_2 0 0 0 1 1 } // brush 3 { ( -160 0 0 ) ( -160 1 0 ) ( -160 0 1 ) e1u1/comp1_3 0 0 0 1 1 ( -160 0 0 ) ( -160 0 1 ) ( -159 0 0 ) e1u1/comp1_3 0 0 0 1 1 ( 64 160 32 ) ( 65 160 32 ) ( 64 161 32 ) e1u1/comp1_3 0 0 0 1 1 ( 64 160 32.09498951659861 ) ( 64 161 32.09498951659861 ) ( 65 160 32.09498951659861 ) e1u1/comp1_3 0 0 0 1 1 ( 64 160 32 ) ( 65 160 32 ) ( 64 160 33 ) e1u1/comp1_3 0 0 0 1 1 ( 64 160 32 ) ( 64 160 33 ) ( 64 161 32 ) e1u1/comp1_3 0 0 0 1 1 } }