*3DSMAX_ASCIIEXPORT	200
*COMMENT "AsciiExport Version  2,00 - Wed Mar 26 14:18:46 2003"
*SCENE {
	*SCENE_FILENAME "villogolapok.max"
	*SCENE_FIRSTFRAME 0
	*SCENE_LASTFRAME 100
	*SCENE_FRAMESPEED 30
	*SCENE_TICKSPERFRAME 160
	*SCENE_BACKGROUND_STATIC 0.0000	0.0000	0.0000
	*SCENE_AMBIENT_STATIC 0.0000	0.0000	0.0000
}
*MATERIAL_LIST {
	*MATERIAL_COUNT 48
	*MATERIAL 0 {
		*MATERIAL_NAME "7 - Default"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #3"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\Works\Kornel Save\pinball\kar_map.bmp"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
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			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 1 {
		*MATERIAL_NAME "lampa"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5880	0.5880	0.5880
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #101"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\a_lampa.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
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			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 2 {
		*MATERIAL_NAME "pofozo uto"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.1137	0.1137	0.1137
		*MATERIAL_DIFFUSE 0.1137	0.1137	0.1137
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.3200
		*MATERIAL_SHINESTRENGTH 0.5300
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 3 {
		*MATERIAL_NAME "szurke"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 4 {
		*MATERIAL_NAME "Material #1476"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.1451	0.1451	0.1451
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #27"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\Works\Kornel Save\pinball\gumt1_map.bmp"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 5 {
		*MATERIAL_NAME "Material #1475"
		*MATERIAL_CLASS "Multi/Sub-Object"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*NUMSUBMTLS 7
		*SUBMATERIAL 0 {
			*MATERIAL_NAME "szurke"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 1 {
			*MATERIAL_NAME "csavar1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #5"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 2 {
			*MATERIAL_NAME "csavar3"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.2157	0.2157	0.2157
			*MATERIAL_DIFFUSE 0.2157	0.2157	0.2157
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #7"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar3_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 3 {
			*MATERIAL_NAME "csavar2"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #6"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar2_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 4 {
			*MATERIAL_NAME "15 - Default"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "alatet"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\alatet1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 5 {
			*MATERIAL_NAME "tarto1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #10"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\tarto1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 6 {
			*MATERIAL_NAME "fem"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
	}
	*MATERIAL 6 {
		*MATERIAL_NAME "feka"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.1765	0.1765	0.1765
		*MATERIAL_DIFFUSE 0.1765	0.1765	0.1765
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 7 {
		*MATERIAL_NAME "Material #1253"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.9843	0.9882	0.5882
		*MATERIAL_DIFFUSE 0.9843	0.9882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #29"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball\nagylampa_map.bmp"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 8 {
		*MATERIAL_NAME "Material #1153"
		*MATERIAL_CLASS "Multi/Sub-Object"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*NUMSUBMTLS 2
		*SUBMATERIAL 0 {
			*MATERIAL_NAME "szurke"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 1 {
			*MATERIAL_NAME "ramp1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #19"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\a_ramp.tga"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
	}
	*MATERIAL 9 {
		*MATERIAL_NAME "zold"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.0510	0.3804	0.1765
		*MATERIAL_DIFFUSE 0.0510	0.3804	0.1765
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 10 {
		*MATERIAL_NAME "felsolapok"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5880	0.5880	0.5880
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #104"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\felsolapok.dds"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 11 {
		*MATERIAL_NAME "ramp1"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #19"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball\a_ramp.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 12 {
		*MATERIAL_NAME "12 - Default"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.6157	0.5882	0.9647
		*MATERIAL_DIFFUSE 0.6157	0.5882	0.9647
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #16"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball\alja_map.jpg"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 13 {
		*MATERIAL_NAME "Material #1515"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.1451	0.1451	0.1451
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #28"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball\a_rampafelmeno.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 14 {
		*MATERIAL_NAME "Material #1715"
		*MATERIAL_CLASS "Multi/Sub-Object"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*NUMSUBMTLS 43
		*SUBMATERIAL 0 {
			*MATERIAL_NAME "szurke"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 1 {
			*MATERIAL_NAME "csavar1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #5"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 2 {
			*MATERIAL_NAME "csavar3"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #7"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar3_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 3 {
			*MATERIAL_NAME "csavar2"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #6"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar2_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 4 {
			*MATERIAL_NAME "15 - Default"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "alatet"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\alatet1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 5 {
			*MATERIAL_NAME "tarto1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #10"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\tarto1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 6 {
			*MATERIAL_NAME "fem"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 7 {
			*MATERIAL_NAME "12 - Default"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #16"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\alja_map.jpg"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 8 {
			*MATERIAL_NAME "szurke"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 9 {
			*MATERIAL_NAME "csavar1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #5"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 10 {
			*MATERIAL_NAME "csavar3"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #7"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar3_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 11 {
			*MATERIAL_NAME "csavar2"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #6"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar2_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 12 {
			*MATERIAL_NAME "15 - Default"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "alatet"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\alatet1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 13 {
			*MATERIAL_NAME "tarto1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #10"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\tarto1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 14 {
			*MATERIAL_NAME "fem"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 15 {
			*MATERIAL_NAME "szurke"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 16 {
			*MATERIAL_NAME "csavar1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #5"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 17 {
			*MATERIAL_NAME "csavar3"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #7"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar3_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 18 {
			*MATERIAL_NAME "csavar2"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #6"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar2_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 19 {
			*MATERIAL_NAME "15 - Default"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "alatet"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\alatet1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 20 {
			*MATERIAL_NAME "tarto1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #10"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\tarto1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 21 {
			*MATERIAL_NAME "fem"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 22 {
			*MATERIAL_NAME "szurke"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 23 {
			*MATERIAL_NAME "csavar1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #5"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 24 {
			*MATERIAL_NAME "csavar3"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #7"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar3_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 25 {
			*MATERIAL_NAME "csavar2"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #6"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar2_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 26 {
			*MATERIAL_NAME "15 - Default"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "alatet"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\alatet1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 27 {
			*MATERIAL_NAME "tarto1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #10"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\tarto1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 28 {
			*MATERIAL_NAME "fem"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 29 {
			*MATERIAL_NAME "szurke"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 30 {
			*MATERIAL_NAME "csavar1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #5"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 31 {
			*MATERIAL_NAME "csavar3"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #7"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar3_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 32 {
			*MATERIAL_NAME "csavar2"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #6"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar2_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 33 {
			*MATERIAL_NAME "15 - Default"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "alatet"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\alatet1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 34 {
			*MATERIAL_NAME "tarto1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #10"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\tarto1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 35 {
			*MATERIAL_NAME "fem"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 36 {
			*MATERIAL_NAME "szurke"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 37 {
			*MATERIAL_NAME "csavar1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #5"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 38 {
			*MATERIAL_NAME "csavar3"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #7"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar3_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 39 {
			*MATERIAL_NAME "csavar2"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #6"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar2_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 40 {
			*MATERIAL_NAME "15 - Default"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "alatet"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\alatet1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 41 {
			*MATERIAL_NAME "tarto1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #10"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\tarto1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 42 {
			*MATERIAL_NAME "fem"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
	}
	*MATERIAL 15 {
		*MATERIAL_NAME "gumi"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.1647	0.1647	0.1647
		*MATERIAL_DIFFUSE 0.1647	0.1647	0.1647
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 16 {
		*MATERIAL_NAME "11 - Default"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.7765	0.7765	0.7765
		*MATERIAL_DIFFUSE 0.7765	0.7765	0.7765
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #19"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball\a_ramp.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 17 {
		*MATERIAL_NAME "doboz"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.3608	0.3608	0.3608
		*MATERIAL_DIFFUSE 0.3608	0.3608	0.3608
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 18 {
		*MATERIAL_NAME "display"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #100"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\Works\Kornel Save\pinball3\textura\display_map.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 19 {
		*MATERIAL_NAME "disp"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5880	0.5880	0.5880
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #105"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\a_disp.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 20 {
		*MATERIAL_NAME "dispmask"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5880	0.5880	0.5880
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #105"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\DisplayMask.jpg"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 21 {
		*MATERIAL_NAME "rampa"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #13"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\rampa.bmp"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 22 {
		*MATERIAL_NAME "felsolap"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #90"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\Works\Kornel Save\pinball3\textura\a_felsolap.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 23 {
		*MATERIAL_NAME "Material #13"
		*MATERIAL_CLASS "Multi/Sub-Object"
		*MATERIAL_AMBIENT 1.0000	1.0000	1.0000
		*MATERIAL_DIFFUSE 1.0000	1.0000	1.0000
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*NUMSUBMTLS 2
		*SUBMATERIAL 0 {
			*MATERIAL_NAME "fem"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 1.0000	1.0000	1.0000
			*MATERIAL_DIFFUSE 1.0000	1.0000	1.0000
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 1 {
			*MATERIAL_NAME "Material #0"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 1.0000	1.0000	1.0000
			*MATERIAL_DIFFUSE 1.0000	1.0000	1.0000
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
	}
	*MATERIAL 24 {
		*MATERIAL_NAME "szurkeaa"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 25 {
		*MATERIAL_NAME "alja"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5880	0.5880	0.5880
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #103"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\a_alja_map.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 26 {
		*MATERIAL_NAME "Material #17303"
		*MATERIAL_CLASS "Multi/Sub-Object"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*NUMSUBMTLS 2
		*SUBMATERIAL 0 {
			*MATERIAL_NAME "csavar3"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #7"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "E:\pinball\csavar3_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 1 {
			*MATERIAL_NAME "15 - Default"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "alatet"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "E:\pinball\alatet1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
	}
	*MATERIAL 27 {
		*MATERIAL_NAME "szurkea"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 28 {
		*MATERIAL_NAME "sz"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 29 {
		*MATERIAL_NAME "szurke"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 30 {
		*MATERIAL_NAME "Material #17375"
		*MATERIAL_CLASS "Multi/Sub-Object"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*NUMSUBMTLS 2
		*SUBMATERIAL 0 {
			*MATERIAL_NAME "szurke"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 1 {
			*MATERIAL_NAME "szurke"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
	}
	*MATERIAL 31 {
		*MATERIAL_NAME "eee"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5880	0.5880	0.5880
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 32 {
		*MATERIAL_NAME "2 - Default"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 1.0000	0.1255	0.1255
		*MATERIAL_DIFFUSE 1.0000	0.1255	0.1255
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #25"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball\a_pofozo_map.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 33 {
		*MATERIAL_NAME "a"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #40"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball2\textura\felsolaphalo.bmp"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 34 {
		*MATERIAL_NAME "1 - Default"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.3000
		*MATERIAL_SHINESTRENGTH 0.2000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "earth"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\3dsmax5\maps\new\Bolygok\Earth.jpg"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 35 {
		*MATERIAL_NAME "aaa"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.3000
		*MATERIAL_SHINESTRENGTH 0.2000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "mars"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\3dsmax5\maps\new\Bolygok\Mars.jpg"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 36 {
		*MATERIAL_NAME "jupiter"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.3000
		*MATERIAL_SHINESTRENGTH 0.2000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #2"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\3dsmax5\maps\new\Bolygok\jup0vtt2.jpg"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 37 {
		*MATERIAL_NAME "saturnring"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #5"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\a_saturnring.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 38 {
		*MATERIAL_NAME "saturnus"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.3000
		*MATERIAL_SHINESTRENGTH 0.2000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #2"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\3dsmax5\maps\new\Bolygok\Saturn.jpg"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 39 {
		*MATERIAL_NAME "uranus"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.3000
		*MATERIAL_SHINESTRENGTH 0.2000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #2"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\uranus.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 40 {
		*MATERIAL_NAME "neptunus"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.3000
		*MATERIAL_SHINESTRENGTH 0.2000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #2"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\3dsmax5\maps\new\Bolygok\Neptune.jpg"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 41 {
		*MATERIAL_NAME "Material #1255"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5020	0.0000	0.0000
		*MATERIAL_DIFFUSE 0.5020	0.0000	0.0000
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 42 {
		*MATERIAL_NAME "Material #282"
		*MATERIAL_CLASS "Multi/Sub-Object"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*NUMSUBMTLS 3
		*SUBMATERIAL 0 {
			*MATERIAL_NAME "szurke"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
		}
		*SUBMATERIAL 1 {
			*MATERIAL_NAME "csavar1"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #5"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar1_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
		*SUBMATERIAL 2 {
			*MATERIAL_NAME "csavar2"
			*MATERIAL_CLASS "Standard"
			*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
			*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
			*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
			*MATERIAL_SHINE 0.1000
			*MATERIAL_SHINESTRENGTH 0.0000
			*MATERIAL_TRANSPARENCY 0.0000
			*MATERIAL_WIRESIZE 1.0000
			*MATERIAL_SHADING Blinn
			*MATERIAL_XP_FALLOFF 0.0000
			*MATERIAL_SELFILLUM 0.0000
			*MATERIAL_FALLOFF In
			*MATERIAL_XP_TYPE Filter
			*MAP_DIFFUSE {
				*MAP_NAME "Map #6"
				*MAP_CLASS "Bitmap"
				*MAP_SUBNO 1
				*MAP_AMOUNT 1.0000
				*BITMAP "C:\pinball\csavar2_map.bmp"
				*MAP_TYPE Screen
				*UVW_U_OFFSET 0.0000
				*UVW_V_OFFSET 0.0000
				*UVW_U_TILING 1.0000
				*UVW_V_TILING 1.0000
				*UVW_ANGLE 0.0000
				*UVW_BLUR 1.0000
				*UVW_BLUR_OFFSET 0.0000
				*UVW_NOUSE_AMT 1.0000
				*UVW_NOISE_SIZE 1.0000
				*UVW_NOISE_LEVEL 1
				*UVW_NOISE_PHASE 0.0000
				*BITMAP_FILTER Pyramidal
			}
		}
	}
	*MATERIAL 43 {
		*MATERIAL_NAME "Material #17378"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
	*MATERIAL 44 {
		*MATERIAL_NAME "Material #17379"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #0"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\Darkhull.bmp"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 3.0000
			*UVW_V_TILING 3.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 45 {
		*MATERIAL_NAME "3 - Default"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_FACEMAP
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #1"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\Darkhullcrop.TGA"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 46 {
		*MATERIAL_NAME "villog1"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5880	0.5880	0.5880
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #109"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\a_villog01.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
	*MATERIAL 47 {
		*MATERIAL_NAME "villog2"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5880	0.5880	0.5880
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #110"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\pinball 4\textura\a_villog02.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
}
*GEOMOBJECT {
	*NODE_NAME "Plane02"
	*NODE_TM {
		*NODE_NAME "Plane02"
		*INHERIT_POS 0 0 0
		*INHERIT_ROT 0 0 0
		*INHERIT_SCL 0 0 0
		*TM_ROW0 1.0000	0.0000	0.0000
		*TM_ROW1 0.0000	1.0000	0.0000
		*TM_ROW2 0.0000	0.0000	1.0000
		*TM_ROW3 -161.6805	-333.0652	0.0000
		*TM_POS -161.6805	-333.0652	0.0000
		*TM_ROTAXIS 0.0000	0.0000	0.0000
		*TM_ROTANGLE 0.0000
		*TM_SCALE 1.0000	1.0000	1.0000
		*TM_SCALEAXIS 0.0000	0.0000	0.0000
		*TM_SCALEAXISANG 0.0000
	}
	*MESH {
		*TIMEVALUE 0
		*MESH_NUMVERTEX 4
		*MESH_NUMFACES 2
		*MESH_VERTEX_LIST {
			*MESH_VERTEX    0	-299.1805	-470.5652	0.0000
			*MESH_VERTEX    1	-24.1805	-470.5652	0.0000
			*MESH_VERTEX    2	-299.1805	-195.5652	0.0000
			*MESH_VERTEX    3	-24.1805	-195.5652	0.0000
		}
		*MESH_FACE_LIST {
			*MESH_FACE    0:    A:    2 B:    0 C:    3 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    1:    A:    1 B:    3 C:    0 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
		}
		*MESH_NUMTVERTEX 4
		*MESH_TVERTLIST {
			*MESH_TVERT 0	-0.0434	0.0726	0.5000
			*MESH_TVERT 1	0.4561	0.0726	0.5000
			*MESH_TVERT 2	-0.0434	0.3224	0.5000
			*MESH_TVERT 3	0.4561	0.3224	0.5000
		}
		*MESH_NUMTVFACES 2
		*MESH_TFACELIST {
			*MESH_TFACE 0	2	0	3
			*MESH_TFACE 1	1	3	0
		}
		*MESH_MAPPINGCHANNEL 2 {
			*MESH_NUMTVERTEX 4
			*MESH_TVERTLIST {
				*MESH_TVERT 0	0.0005	0.0005	0.5000
				*MESH_TVERT 1	0.9995	0.0005	0.5000
				*MESH_TVERT 2	0.0005	0.9995	0.5000
				*MESH_TVERT 3	0.9995	0.9995	0.5000
			}
			*MESH_NUMTVFACES 2
			*MESH_TFACELIST {
				*MESH_TFACE 0	2	0	3
				*MESH_TFACE 1	1	3	0
			}
		}
		*MESH_NORMALS {
			*MESH_FACENORMAL 0	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 2	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 0	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 3	0.0000	0.0000	1.0000
			*MESH_FACENORMAL 1	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 1	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 3	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 0	0.0000	0.0000	1.0000
		}
	}
	*PROP_MOTIONBLUR 0
	*PROP_CASTSHADOW 1
	*PROP_RECVSHADOW 1
	*MATERIAL_REF 46
}
*GEOMOBJECT {
	*NODE_NAME "Plane03"
	*NODE_TM {
		*NODE_NAME "Plane03"
		*INHERIT_POS 0 0 0
		*INHERIT_ROT 0 0 0
		*INHERIT_SCL 0 0 0
		*TM_ROW0 1.0000	0.0000	0.0000
		*TM_ROW1 0.0000	1.0000	0.0000
		*TM_ROW2 0.0000	0.0000	1.0000
		*TM_ROW3 120.1628	-333.0652	0.0000
		*TM_POS 120.1628	-333.0652	0.0000
		*TM_ROTAXIS 0.0000	0.0000	0.0000
		*TM_ROTANGLE 0.0000
		*TM_SCALE 1.0000	1.0000	1.0000
		*TM_SCALEAXIS 0.0000	0.0000	0.0000
		*TM_SCALEAXISANG 0.0000
	}
	*MESH {
		*TIMEVALUE 0
		*MESH_NUMVERTEX 4
		*MESH_NUMFACES 2
		*MESH_VERTEX_LIST {
			*MESH_VERTEX    0	-17.3372	-470.5652	0.0000
			*MESH_VERTEX    1	257.6628	-470.5652	0.0000
			*MESH_VERTEX    2	-17.3372	-195.5652	0.0000
			*MESH_VERTEX    3	257.6628	-195.5652	0.0000
		}
		*MESH_FACE_LIST {
			*MESH_FACE    0:    A:    2 B:    0 C:    3 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    1:    A:    1 B:    3 C:    0 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
		}
		*MESH_NUMTVERTEX 4
		*MESH_TVERTLIST {
			*MESH_TVERT 0	0.4685	0.0726	0.5000
			*MESH_TVERT 1	0.9680	0.0726	0.5000
			*MESH_TVERT 2	0.4685	0.3224	0.5000
			*MESH_TVERT 3	0.9680	0.3224	0.5000
		}
		*MESH_NUMTVFACES 2
		*MESH_TFACELIST {
			*MESH_TFACE 0	2	0	3
			*MESH_TFACE 1	1	3	0
		}
		*MESH_MAPPINGCHANNEL 2 {
			*MESH_NUMTVERTEX 4
			*MESH_TVERTLIST {
				*MESH_TVERT 0	0.0005	0.0005	0.5000
				*MESH_TVERT 1	0.9995	0.0005	0.5000
				*MESH_TVERT 2	0.0005	0.9995	0.5000
				*MESH_TVERT 3	0.9995	0.9995	0.5000
			}
			*MESH_NUMTVFACES 2
			*MESH_TFACELIST {
				*MESH_TFACE 0	2	0	3
				*MESH_TFACE 1	1	3	0
			}
		}
		*MESH_NORMALS {
			*MESH_FACENORMAL 0	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 2	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 0	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 3	0.0000	0.0000	1.0000
			*MESH_FACENORMAL 1	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 1	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 3	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 0	0.0000	0.0000	1.0000
		}
	}
	*PROP_MOTIONBLUR 0
	*PROP_CASTSHADOW 1
	*PROP_RECVSHADOW 1
	*MATERIAL_REF 47
}
