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- refreshed models
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src/test/resources/models-nonbsd/3DS/jeep1.3ds.readme.txt

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@@ -2,7 +2,7 @@ Jeep designed, modelled and skinned by me, Psionic
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FREE for use however you like, credits are appreciated!!!
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It was modelled in Milkshape 3D and includes the MS3D files oriented for X or B3D format (BlitzBasic 3D), its 2032 polys with a 512x512 jpg texture map. There are two skin variations main.main.plus a UV template to help out if you want to create your own skin variations.
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It was modelled in Milkshape 3D and includes the MS3D files oriented for X or B3D format (BlitzBasic 3D), its 2032 polys with a 512x512 jpg texture map. There are two skin variations plus a UV template to help out if you want to create your own skin variations.
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I'd love to see a few screenshots of it being used in-game so feel free to stop by my site and maybe drop by my forums and show us all what your doing with it!!!!!!!
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src/test/resources/models-nonbsd/BLEND/bob.source.txt

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@@ -12,7 +12,7 @@ Files and media are provided "as is" without any explicit or implied warranty of
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DISTRIBUTION
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Copyright � 2009 KatsBits. Distribution MUST include this readme and authorship attribution.
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Copyright � 2009 KatsBits. Distribution MUST include this readme and authorship attribution.
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Commercial use is permitted with written licensed permission.
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----------------------------------------------------------------------------------------------
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src/test/resources/models-nonbsd/FBX/2013_ASCII/jeep1.fbx

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@@ -862,7 +862,7 @@ Objects: {
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Shading: T
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Culling: "CullingOff"
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}
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Model: 39795488, "Model::main.main", "Mesh" {
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Model: 39795488, "Model::main", "Mesh" {
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Version: 232
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Properties70: {
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P: "ScalingMax", "Vector3D", "Vector", "",0,0,0
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;Model::lsteer, Model::RootNode
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C: "OO",39793552,0
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;Model::main.main, Model::RootNode
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;Model::main, Model::RootNode
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C: "OO",39795488,0
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;Video::jeep1.jpg, Texture::jeep1.jpg
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;Material::Material01, Model::lsteer
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C: "OO",39275328,39793552
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;Geometry::, Model::main.main
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;Geometry::, Model::main
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C: "OO",39376576,39795488
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;Material::Material01, Model::main.main
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;Material::Material01, Model::main
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C: "OO",39275328,39795488
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;AnimLayer::Base Layer, AnimStack::Take 001

src/test/resources/models-nonbsd/FBX/2013_ASCII/jeep1.fbx.readme.txt

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@@ -2,7 +2,7 @@ Jeep designed, modelled and skinned by me, Psionic
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FREE for use however you like, credits are appreciated!!!
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It was modelled in Milkshape 3D and includes the MS3D files oriented for X or B3D format (BlitzBasic 3D), its 2032 polys with a 512x512 jpg texture map. There are two skin variations main.main.plus a UV template to help out if you want to create your own skin variations.
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It was modelled in Milkshape 3D and includes the MS3D files oriented for X or B3D format (BlitzBasic 3D), its 2032 polys with a 512x512 jpg texture map. There are two skin variations plus a UV template to help out if you want to create your own skin variations.
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I'd love to see a few screenshots of it being used in-game so feel free to stop by my site and maybe drop by my forums and show us all what your doing with it!!!!!!!
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src/test/resources/models-nonbsd/FBX/2013_BINARY/jeep1.fbx.readme.txt

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@@ -2,7 +2,7 @@ Jeep designed, modelled and skinned by me, Psionic
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FREE for use however you like, credits are appreciated!!!
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It was modelled in Milkshape 3D and includes the MS3D files oriented for X or B3D format (BlitzBasic 3D), its 2032 polys with a 512x512 jpg texture map. There are two skin variations main.main.plus a UV template to help out if you want to create your own skin variations.
5+
It was modelled in Milkshape 3D and includes the MS3D files oriented for X or B3D format (BlitzBasic 3D), its 2032 polys with a 512x512 jpg texture map. There are two skin variations plus a UV template to help out if you want to create your own skin variations.
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I'd love to see a few screenshots of it being used in-game so feel free to stop by my site and maybe drop by my forums and show us all what your doing with it!!!!!!!
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src/test/resources/models-nonbsd/MD5/bob.source.txt

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@@ -12,7 +12,7 @@ Files and media are provided "as is" without any explicit or implied warranty of
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DISTRIBUTION
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Copyright � 2009 KatsBits. Distribution MUST include this readme and authorship attribution.
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Copyright � 2009 KatsBits. Distribution MUST include this readme and authorship attribution.
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Commercial use is permitted with written licensed permission.
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----------------------------------------------------------------------------------------------
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src/test/resources/models-nonbsd/MDL/IDPO (Quake1)/gijoe-readme.txt

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@@ -28,7 +28,7 @@ progs.dat : no
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Description of the Modification
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-------------------------------
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This is a new player.mdl for quake. It's main.main use is for bots. The Skins are Snake Eyes v4, Duke v3, Low-Light,
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This is a new player.mdl for quake. It's main use is for bots. The Skins are Snake Eyes v4, Duke v3, Low-Light,
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Storm Shadow v2, Shockwave, Repeater, Gung-Ho, Shipwreck, Dusty v3, and
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Tunnel Rat v2.
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------------------
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This is my first publicly distributed quake graphic change.
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I did it to main.main.get away from the stress of school.
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I did it to get away from the stress of school.
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Copyright and Distribution Permissions
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These models are not generally redistributable under the terms of Assimp'S BSD license. Usually, an additional requirement on the use of the data is imposed (i.e. no commercial use, need credits, some creative commons variants, ...).
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These models are not generally redistributable under the terms of Assimp's BSD license. Usually, an additional requirement on the use of the data is imposed (i.e. no commercial use, need credits, some creative commons variants, ...).
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So, if you re-package Assimp for use in a 'clean' OSS package, consider removing this directory.

src/test/resources/models/3DS/UVTransformTest/note.txt

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All 'mirror' files are not absolutely correct. That's mainly
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because it's difficult convert Max' handling of mirroring to
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All 'mirror' files are not absolutely correct. That's mainly
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because it's difficult convert Max' handling of mirroring to
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our's.
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In other main.main.getWords: TO DO, but only if someone REALLY needs it.
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In other words: TO DO, but only if someone REALLY needs it.
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-------------------------------------------------------------
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src/test/resources/models/BVH/01_nn.bvh.source.txt

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@@ -10,7 +10,7 @@ READMEFIRST v1.00 last update July 20, 2008 by B. Hahne
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This READMEFIRST file accompanies the cgspeed.com "BVH conversion"
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release of the Carnegie-Mellon University (CMU) Graphics Lab Motion
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Capture Database. See "Where to find stuff" at the bottom of this
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file for where to main.main.get the BVH conversion and/or the original CMU
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file for where to get the BVH conversion and/or the original CMU
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dataset.
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The original CMU motion capture database isn't in BVH format - it's

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