Intro to RWX Modeling
Example Scripts


A simple polygon of 7 vertices. (Model rw-poly1.rwx shows where the vertices are.)
rw-poly2.rwx:

modelbegin
clumpbegin

addhint editable

vertex   0.0950  0.0689 -0.0000
vertex   0.0574  0.1242 -0.0552
vertex  -0.0272  0.1379 -0.0689
vertex  -0.0950  0.0996 -0.0306
vertex  -0.0950  0.0382  0.0306
vertex  -0.0271  0.0000  0.0689
vertex   0.0574  0.0136  0.0552

color 0 1 .5
surface .4 .3 0

polygon 7 1 2 3 4 5 6 7

clumpend
modelend



A simple cone using graphics primitive.
rw-cone1.rwx:
modelbegin 
clumpbegin
 
surface .5 .5 0
color .2 .5 .5
lightsampling vertex
 
cone .2 .1 12
 
clumpend
modelend


The same cone as above, but converted to vertices and polygons using RWXMod.
rw-cone3.rwx:

# this is a comment line, everything to the right of the # is ignored

modelbegin
clumpbegin
 
vertex  0.0000  0.2000  0.0000  # 1
vertex  0.1000  0.0000  0.0000  # 2
vertex  0.0866  0.0000 -0.0500  # 3
vertex  0.0499  0.0000 -0.0866  # 4
vertex  0.0000  0.0000 -0.1000  # 5
vertex -0.0500  0.0000 -0.0866  # 6
vertex -0.0866  0.0000 -0.0499  # 7
vertex -0.1000  0.0000  0.0000  # 8
vertex -0.0866  0.0000  0.0500  # 9
vertex -0.0499  0.0000  0.0866  # 10
vertex  0.0000  0.0000  0.1000  # 11
vertex  0.0500  0.0000  0.0866  # 12
vertex  0.0866  0.0000  0.0499  # 13
 
color .2 .5 .5
surface .5 .5 0
lightsampling vertex
 
triangle 1 2 3
triangle 1 3 4
triangle 1 4 5
triangle 1 5 6
triangle 1 6 7
triangle 1 7 8
triangle 1 8 9
triangle 1 9 10
triangle 1 10 11
triangle 1 11 12
triangle 1 12 13
triangle 1 13 2
 
clumpend
modelend



Three spheres, showing the translate command.
rw-trans1.rwx:

modelbegin
clumpbegin

lightsampling vertex # gives the sphere a smooth look
surface .6 .5 0 # lighting: .6 ambient, .5 diffuse, 0 specular

color 0 0 1
sphere .05 4 # blue sphere on the bottom, no translation

color 0 1 0
translate 0 .12 0 # translate up .12
sphere .05 4 # green sphere in middle

color 1 0 0
translate 0 .12 0 # translate up another .12
sphere .05 4 # red sphere on top

clumpend
modelend



Sphere graphics primitive, density 1. See models rw-sph1.rwx, rw-sph2.rwx, rw-sph3.rwx and rw-sph4.rwx to see the effect of different densities.
rw-sph1.rwx

modelbegin
clumpbegin

# this line makes the model appear as a "wireframe",
# the default is geometrysampling solid
geometrysampling wireframe

surface 0 0 0
color 0 0 0
sphere .05 1 # the second number is "density", higher=more sides

clumpend
modelend



The next examples show the evolution of a glass-top cafe table model. First is the original script using graphics primitives.
ctable1.rwx

modelbegin
clumpbegin

surface .4 .5 .1 # ambient, diffuse, specular
lightsampling vertex

color .4 .4 .4

#bottom half

cone .075 .0175 20 # .075 high, .0175 wide, 10
disc 0 .03 10 # 0 "height" (disc is a ground level); .03 wide, 10 sides
disc 0 -.03 10 # same disc, but negative radius means facing down

# top half

#-----------------------
# translate and rotate commands between transformbegin & transformend
# will not affect commands outside this part of the script

transformbegin
translate 0 .10 0 # the following will be moved up .1
rotate 1 0 0 180 # rotate the following 180 degrees around the x axis

cone .0875 .0125 10
disc 0 .025 10
disc 0 -.025 10

transformend
#-----------------------

# glass top

surface .15 .45 1 # the high specular value makes the top reflective
opacity .5 # make the top transparent
color 0.870000 0.930000 1 # bright blue-green

translate 0 .1025 0
disc .00025 .0625 20
disc .00025 -.0625 20

clumpend
modelend
 



The same table, converted to vertices and polygons using RWXMod.

Notice how RWXMod adds a lot of default commands to the beginning of the file that aren't really necessary. I believe the purpose of this is to reset the default values in case any other models in the area have errors or end incorrectly. However in the interest of space they can probably be safely removed.

Notice also how RWXMod combined the translate and rotate commands into the vertex coordinates that it generated, rather than retaining the translate and rotate commands separately.

ctable2.rwx

modelbegin

# (i've commented out the lines that rwxmod added, that aren't necessary)
#transformbegin
#identity
#jointtransformbegin
#identityjoint

clumpbegin

#color 0.000000 0.000000 0.000000
#surface 0.000000 0.000000 0.000000
#opacity 1.000000
#lightsampling facet
#geometrysampling solid
#texturemodes lit
#materialmodes null
#texture null

# the numbers were added using fixrwx
vertex  0.0000  0.0750  0.0000  # 1
vertex  0.0175  0.0000  0.0000  # 2
vertex  0.0141  0.0000 -0.0102  # 3
vertex  0.0054  0.0000 -0.0166  # 4
vertex -0.0054  0.0000 -0.0166  # 5
vertex -0.0141  0.0000 -0.0102  # 6
vertex -0.0175  0.0000  0.0000  # 7
vertex -0.0141  0.0000  0.0102  # 8
vertex -0.0054  0.0000  0.0166  # 9
vertex  0.0054  0.0000  0.0166  # 10
vertex  0.0141  0.0000  0.0102  # 11
vertex  0.0000  0.0000  0.0000  # 12
vertex -0.0300  0.0000  0.0000  # 13
vertex -0.0242  0.0000 -0.0176  # 14
vertex -0.0092  0.0000 -0.0285  # 15
vertex  0.0092  0.0000 -0.0285  # 16
vertex  0.0242  0.0000 -0.0176  # 17
vertex  0.0299  0.0000  0.0000  # 18
vertex  0.0242  0.0000  0.0176  # 19
vertex  0.0092  0.0000  0.0285  # 20
vertex -0.0092  0.0000  0.0285  # 21
vertex -0.0242  0.0000  0.0176  # 22
vertex  0.0000  0.0000  0.0000  # 23
vertex  0.0300  0.0000  0.0000  # 24
vertex  0.0242  0.0000 -0.0176  # 25
vertex  0.0092  0.0000 -0.0285  # 26
vertex -0.0092  0.0000 -0.0285  # 27
vertex -0.0242  0.0000 -0.0176  # 28
vertex -0.0299  0.0000  0.0000  # 29
vertex -0.0242  0.0000  0.0176  # 30
vertex -0.0092  0.0000  0.0285  # 31
vertex  0.0092  0.0000  0.0285  # 32
vertex  0.0242  0.0000  0.0176  # 33
vertex  0.0000  0.0125  0.0000  # 34
vertex  0.0125  0.1000  0.0000  # 35
vertex  0.0101  0.1000  0.0073  # 36
vertex  0.0038  0.1000  0.0118  # 37
vertex -0.0038  0.1000  0.0118  # 38
vertex -0.0101  0.1000  0.0073  # 39
vertex -0.0125  0.1000  0.0000  # 40
vertex -0.0101  0.1000 -0.0073  # 41
vertex -0.0038  0.1000 -0.0118  # 42
vertex  0.0038  0.1000 -0.0118  # 43
vertex  0.0101  0.1000 -0.0073  # 44
vertex  0.0000  0.1000  0.0000  # 45
vertex  0.0250  0.1000  0.0000  # 46
vertex  0.0202  0.1000  0.0146  # 47
vertex  0.0077  0.1000  0.0237  # 48
vertex -0.0077  0.1000  0.0237  # 49
vertex -0.0202  0.1000  0.0146  # 50
vertex -0.0250  0.1000  0.0000  # 51
vertex -0.0202  0.1000 -0.0147  # 52
vertex -0.0077  0.1000 -0.0237  # 53
vertex  0.0077  0.1000 -0.0237  # 54
vertex  0.0202  0.1000 -0.0146  # 55
vertex  0.0000  0.1000  0.0000  # 56
vertex -0.0250  0.1000  0.0000  # 57
vertex -0.0202  0.1000  0.0146  # 58
vertex -0.0077  0.1000  0.0237  # 59
vertex  0.0077  0.1000  0.0237  # 60
vertex  0.0202  0.1000  0.0146  # 61
vertex  0.0250  0.1000  0.0000  # 62
vertex  0.0202  0.1000 -0.0147  # 63
vertex  0.0077  0.1000 -0.0237  # 64
vertex -0.0077  0.1000 -0.0237  # 65
vertex -0.0202  0.1000 -0.0146  # 66
vertex  0.0000  0.1027  0.0000  # 67
vertex  0.0625  0.1027  0.0000  # 68
vertex  0.0594  0.1027 -0.0193  # 69
vertex  0.0505  0.1027 -0.0367  # 70
vertex  0.0367  0.1027 -0.0505  # 71
vertex  0.0193  0.1027 -0.0594  # 72
vertex  0.0000  0.1027 -0.0625  # 73
vertex -0.0193  0.1027 -0.0594  # 74
vertex -0.0367  0.1027 -0.0505  # 75
vertex -0.0505  0.1027 -0.0367  # 76
vertex -0.0594  0.1027 -0.0193  # 77
vertex -0.0625  0.1027  0.0000  # 78
vertex -0.0594  0.1027  0.0193  # 79
vertex -0.0505  0.1027  0.0367  # 80
vertex -0.0367  0.1027  0.0505  # 81
vertex -0.0193  0.1027  0.0594  # 82
vertex  0.0000  0.1027  0.0625  # 83
vertex  0.0193  0.1027  0.0594  # 84
vertex  0.0367  0.1027  0.0505  # 85
vertex  0.0505  0.1027  0.0367  # 86
vertex  0.0594  0.1027  0.0193  # 87
vertex  0.0000  0.1027  0.0000  # 88
vertex -0.0625  0.1027  0.0000  # 89
vertex -0.0594  0.1027 -0.0193  # 90
vertex -0.0505  0.1027 -0.0367  # 91
vertex -0.0367  0.1027 -0.0505  # 92
vertex -0.0193  0.1027 -0.0594  # 93
vertex  0.0000  0.1027 -0.0625  # 94
vertex  0.0193  0.1027 -0.0594  # 95
vertex  0.0367  0.1027 -0.0505  # 96
vertex  0.0505  0.1027 -0.0367  # 97
vertex  0.0594  0.1027 -0.0193  # 98
vertex  0.0625  0.1027  0.0000  # 99
vertex  0.0594  0.1027  0.0193  # 100
vertex  0.0505  0.1027  0.0367  # 101
vertex  0.0367  0.1027  0.0505  # 102
vertex  0.0193  0.1027  0.0594  # 103
vertex  0.0000  0.1027  0.0625  # 104
vertex -0.0193  0.1027  0.0594  # 105
vertex -0.0367  0.1027  0.0505  # 106
vertex -0.0505  0.1027  0.0367  # 107
vertex -0.0594  0.1027  0.0193  # 108

# since rwxmod keeps the color and lighting commands,
# you can use them to tell what part of the converted model
# corresponds to the original, graphics primitives version

# if there was a reason to keep track of the bottom cone
# separately, it could be given a different color in the
# g.p. version, then changed to the color you actually want

# this is the bottom of the table:
color 0.375000 0.390625 0.375000 # rwxmod changes color values very slightly
lightsampling vertex
triangle 1 2 3
triangle 1 3 4
triangle 1 4 5
triangle 1 5 6
triangle 1 6 7
triangle 1 7 8
triangle 1 8 9
triangle 1 9 10
triangle 1 10 11
triangle 1 11 2
triangle 12 13 14
triangle 12 14 15
triangle 12 15 16
triangle 12 16 17
triangle 12 17 18
triangle 12 18 19
triangle 12 19 20
triangle 12 20 21
triangle 12 21 22
triangle 12 22 13
triangle 23 24 25
triangle 23 25 26
triangle 23 26 27
triangle 23 27 28
triangle 23 28 29
triangle 23 29 30
triangle 23 30 31
triangle 23 31 32
triangle 23 32 33
triangle 23 33 24
triangle 34 35 36
triangle 34 36 37
triangle 34 37 38
triangle 34 38 39
triangle 34 39 40
triangle 34 40 41
triangle 34 41 42
triangle 34 42 43
triangle 34 43 44
triangle 34 44 35
triangle 45 46 47
triangle 45 47 48
triangle 45 48 49
triangle 45 49 50
triangle 45 50 51
triangle 45 51 52
triangle 45 52 53
triangle 45 53 54
triangle 45 54 55
triangle 45 55 46
triangle 56 57 58
triangle 56 58 59
triangle 56 59 60
triangle 56 60 61
triangle 56 61 62
triangle 56 62 63
triangle 56 63 64
triangle 56 64 65
triangle 56 65 66
triangle 56 66 57

# the top of the table
color 0.843750 0.921875 0.968750
surface 0.150000 0.450000 1.000000
opacity 0.500000
triangle 67 68 69
triangle 67 69 70
triangle 67 70 71
triangle 67 71 72
triangle 67 72 73
triangle 67 73 74
triangle 67 74 75
triangle 67 75 76
triangle 67 76 77
triangle 67 77 78
triangle 67 78 79
triangle 67 79 80
triangle 67 80 81
triangle 67 81 82
triangle 67 82 83
triangle 67 83 84
triangle 67 84 85
triangle 67 85 86
triangle 67 86 87
triangle 67 87 68
triangle 88 89 90
triangle 88 90 91
triangle 88 91 92
triangle 88 92 93
triangle 88 93 94
triangle 88 94 95
triangle 88 95 96
triangle 88 96 97
triangle 88 97 98
triangle 88 98 99
triangle 88 99 100
triangle 88 100 101
triangle 88 101 102
triangle 88 102 103
triangle 88 103 104
triangle 88 104 105
triangle 88 105 106
triangle 88 106 107
triangle 88 107 108
triangle 88 108 89

clumpend

#jointtransformend (rwxmod added these two lines)
#transformend

modelend



The final table with textured top and UV values added to vertices using Texmap.

ctable3.rwx
 
modelbegin
clumpbegin
 
addhint editable # "hint" commands sometimes help renderware draw a model properly

vertex  0.0000  0.0750  0.0000  # 1
vertex  0.0175  0.0000  0.0000  # 2
vertex  0.0141  0.0000 -0.0102  # 3
vertex  0.0054  0.0000 -0.0166  # 4
vertex -0.0054  0.0000 -0.0166  # 5
vertex -0.0141  0.0000 -0.0102  # 6
vertex -0.0175  0.0000  0.0000  # 7
vertex -0.0141  0.0000  0.0102  # 8
vertex -0.0054  0.0000  0.0166  # 9
vertex  0.0054  0.0000  0.0166  # 10
vertex  0.0141  0.0000  0.0102  # 11
vertex  0.0000  0.0000  0.0000  # 12
vertex -0.0300  0.0000  0.0000  # 13
vertex -0.0242  0.0000 -0.0176  # 14
vertex -0.0092  0.0000 -0.0285  # 15
vertex  0.0092  0.0000 -0.0285  # 16
vertex  0.0242  0.0000 -0.0176  # 17
vertex  0.0299  0.0000  0.0000  # 18
vertex  0.0242  0.0000  0.0176  # 19
vertex  0.0092  0.0000  0.0285  # 20
vertex -0.0092  0.0000  0.0285  # 21
vertex -0.0242  0.0000  0.0176  # 22
vertex  0.0000  0.0000  0.0000  # 23
vertex  0.0300  0.0000  0.0000  # 24
vertex  0.0242  0.0000 -0.0176  # 25
vertex  0.0092  0.0000 -0.0285  # 26
vertex -0.0092  0.0000 -0.0285  # 27
vertex -0.0242  0.0000 -0.0176  # 28
vertex -0.0299  0.0000  0.0000  # 29
vertex -0.0242  0.0000  0.0176  # 30
vertex -0.0092  0.0000  0.0285  # 31
vertex  0.0092  0.0000  0.0285  # 32
vertex  0.0242  0.0000  0.0176  # 33
vertex  0.0000  0.0125  0.0000  # 34
vertex  0.0125  0.1000  0.0000  # 35
vertex  0.0101  0.1000  0.0073  # 36
vertex  0.0038  0.1000  0.0118  # 37
vertex -0.0038  0.1000  0.0118  # 38
vertex -0.0101  0.1000  0.0073  # 39
vertex -0.0125  0.1000  0.0000  # 40
vertex -0.0101  0.1000 -0.0073  # 41
vertex -0.0038  0.1000 -0.0118  # 42
vertex  0.0038  0.1000 -0.0118  # 43
vertex  0.0101  0.1000 -0.0073  # 44
vertex  0.0000  0.1000  0.0000  # 45
vertex  0.0250  0.1000  0.0000  # 46
vertex  0.0202  0.1000  0.0146  # 47
vertex  0.0077  0.1000  0.0237  # 48
vertex -0.0077  0.1000  0.0237  # 49
vertex -0.0202  0.1000  0.0146  # 50
vertex -0.0250  0.1000  0.0000  # 51
vertex -0.0202  0.1000 -0.0147  # 52
vertex -0.0077  0.1000 -0.0237  # 53
vertex  0.0077  0.1000 -0.0237  # 54
vertex  0.0202  0.1000 -0.0146  # 55
vertex  0.0000  0.1000  0.0000  # 56
vertex -0.0250  0.1000  0.0000  # 57
vertex -0.0202  0.1000  0.0146  # 58
vertex -0.0077  0.1000  0.0237  # 59
vertex  0.0077  0.1000  0.0237  # 60
vertex  0.0202  0.1000  0.0146  # 61
vertex  0.0250  0.1000  0.0000  # 62
vertex  0.0202  0.1000 -0.0147  # 63
vertex  0.0077  0.1000 -0.0237  # 64
vertex -0.0077  0.1000 -0.0237  # 65
vertex -0.0202  0.1000 -0.0146  # 66

# UV information simply tells renderware what part of the texture bitmap
# to map to each vertex of the model.
# only vertices 67-108 (the top of the table) need to be textured,
# so the texbegin directive was added here to tell texmap what
# vertices to generate UV information for.
# when running texmap on this file, "top" was specified as a
# "named section"

#texbegin top
vertex  0.0000  0.1027  0.0000 UV  0.5000  0.5000  # 67
vertex  0.0625  0.1027  0.0000 UV  1.0000  0.5000  # 68
vertex  0.0594  0.1027 -0.0193 UV  0.9752  0.3456  # 69
vertex  0.0505  0.1027 -0.0367 UV  0.9040  0.2064  # 70
vertex  0.0367  0.1027 -0.0505 UV  0.7936  0.0960  # 71
vertex  0.0193  0.1027 -0.0594 UV  0.6544  0.0248  # 72
vertex  0.0000  0.1027 -0.0625 UV  0.5000  0.0000  # 73
vertex -0.0193  0.1027 -0.0594 UV  0.3456  0.0248  # 74
vertex -0.0367  0.1027 -0.0505 UV  0.2064  0.0960  # 75
vertex -0.0505  0.1027 -0.0367 UV  0.0960  0.2064  # 76
vertex -0.0594  0.1027 -0.0193 UV  0.0248  0.3456  # 77
vertex -0.0625  0.1027  0.0000 UV  0.0000  0.5000  # 78
vertex -0.0594  0.1027  0.0193 UV  0.0248  0.6544  # 79
vertex -0.0505  0.1027  0.0367 UV  0.0960  0.7936  # 80
vertex -0.0367  0.1027  0.0505 UV  0.2064  0.9040  # 81
vertex -0.0193  0.1027  0.0594 UV  0.3456  0.9752  # 82
vertex  0.0000  0.1027  0.0625 UV  0.5000  1.0000  # 83
vertex  0.0193  0.1027  0.0594 UV  0.6544  0.9752  # 84
vertex  0.0367  0.1027  0.0505 UV  0.7936  0.9040  # 85
vertex  0.0505  0.1027  0.0367 UV  0.9040  0.7936  # 86
vertex  0.0594  0.1027  0.0193 UV  0.9752  0.6544  # 87
vertex  0.0000  0.1027  0.0000 UV  0.5000  0.5000  # 88
vertex -0.0625  0.1027  0.0000 UV  0.0000  0.5000  # 89
vertex -0.0594  0.1027 -0.0193 UV  0.0248  0.3456  # 90
vertex -0.0505  0.1027 -0.0367 UV  0.0960  0.2064  # 91
vertex -0.0367  0.1027 -0.0505 UV  0.2064  0.0960  # 92
vertex -0.0193  0.1027 -0.0594 UV  0.3456  0.0248  # 93
vertex  0.0000  0.1027 -0.0625 UV  0.5000  0.0000  # 94
vertex  0.0193  0.1027 -0.0594 UV  0.6544  0.0248  # 95
vertex  0.0367  0.1027 -0.0505 UV  0.7936  0.0960  # 96
vertex  0.0505  0.1027 -0.0367 UV  0.9040  0.2064  # 97
vertex  0.0594  0.1027 -0.0193 UV  0.9752  0.3456  # 98
vertex  0.0625  0.1027  0.0000 UV  1.0000  0.5000  # 99
vertex  0.0594  0.1027  0.0193 UV  0.9752  0.6544  # 100
vertex  0.0505  0.1027  0.0367 UV  0.9040  0.7936  # 101
vertex  0.0367  0.1027  0.0505 UV  0.7936  0.9040  # 102
vertex  0.0193  0.1027  0.0594 UV  0.6544  0.9752  # 103
vertex  0.0000  0.1027  0.0625 UV  0.5000  1.0000  # 104
vertex -0.0193  0.1027  0.0594 UV  0.3456  0.9752  # 105
vertex -0.0367  0.1027  0.0505 UV  0.2064  0.9040  # 106
vertex -0.0505  0.1027  0.0367 UV  0.0960  0.7936  # 107
vertex -0.0594  0.1027  0.0193 UV  0.0248  0.6544  # 108
#texend
 
# the bottom of the table:
color .4 .4 .4
surface .4 .5 .1
lightsampling vertex
triangle 1 2 3
triangle 1 3 4
triangle 1 4 5
triangle 1 5 6
triangle 1 6 7
triangle 1 7 8
triangle 1 8 9
triangle 1 9 10
triangle 1 10 11
triangle 1 11 2
triangle 12 13 14
triangle 12 14 15
triangle 12 15 16
triangle 12 16 17
triangle 12 17 18
triangle 12 18 19
triangle 12 19 20
triangle 12 20 21
triangle 12 21 22
triangle 12 22 13
triangle 23 24 25
triangle 23 25 26
triangle 23 26 27
triangle 23 27 28
triangle 23 28 29
triangle 23 29 30
triangle 23 30 31
triangle 23 31 32
triangle 23 32 33
triangle 23 33 24
triangle 34 35 36
triangle 34 36 37
triangle 34 37 38
triangle 34 38 39
triangle 34 39 40
triangle 34 40 41
triangle 34 41 42
triangle 34 42 43
triangle 34 43 44
triangle 34 44 35
triangle 45 46 47
triangle 45 47 48
triangle 45 48 49
triangle 45 49 50
triangle 45 50 51
triangle 45 51 52
triangle 45 52 53
triangle 45 53 54
triangle 45 54 55
triangle 45 55 46
triangle 56 57 58
triangle 56 58 59
triangle 56 59 60
triangle 56 60 61
triangle 56 61 62
triangle 56 62 63
triangle 56 63 64
triangle 56 64 65
triangle 56 65 66
triangle 56 66 57

# the top of the table;
# looking at the vertex numbers in the triangles below
# show us which vertices are part of the table top,
# since we know because of the color change that the
# top starts here

color .87 .93 1
surface .15 .45 1
opacity .5
texture glass01    # texture begins here
triangle 67 68 69
triangle 67 69 70
triangle 67 70 71
triangle 67 71 72
triangle 67 72 73
triangle 67 73 74
triangle 67 74 75
triangle 67 75 76
triangle 67 76 77
triangle 67 77 78
triangle 67 78 79
triangle 67 79 80
triangle 67 80 81
triangle 67 81 82
triangle 67 82 83
triangle 67 83 84
triangle 67 84 85
triangle 67 85 86
triangle 67 86 87
triangle 67 87 68
triangle 88 89 90
triangle 88 90 91
triangle 88 91 92
triangle 88 92 93
triangle 88 93 94
triangle 88 94 95
triangle 88 95 96
triangle 88 96 97
triangle 88 97 98
triangle 88 98 99
triangle 88 99 100
triangle 88 100 101
triangle 88 101 102
triangle 88 102 103
triangle 88 103 104
triangle 88 104 105
triangle 88 105 106
triangle 88 106 107
triangle 88 107 108
triangle 88 108 89
 
clumpend
modelend


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