class = mesh
type = KGlobe3

mesh = sculpture/ZGlobeF/ZGlobeFHT.lwo
mesh1 = sculpture/ZGlobeF/ZGlobeFMT.lwo

scale = 1.0

LodBias = 0.5

#mesh = Waypoint2.lwo
#mesh = Sculpture/Diva2T.lwo
#mesh = Sculpture/LongFigure4T.lwo

#texture = textures/BlackShiny2.bmp
#texture = textures/Chrome1.bmp
#texture = textures/Chrome2.bmp
#texture = textures/Chromeyellow.bmp
#texture = textures/ShinyOrange.bmp
#texture = textures/fiery4.bmp
#texture = textures/fiery5green.bmp
#texture = textures/Fiery2.bmp
#texture = textures/Fiery2B.bmp
#texture = textures/CircleGlassHilight.bmp
#texture = textures/DragonSkinRed.bmp
#texture = textures/EarthCourse.bmp
#texture = textures/ElectricHoney.bmp
texture = textures/Field.bmp
#texture = textures/RadialBlueLightning.bmp
#texture = textures/RockLayered.bmp
#texture = textures/Scales.bmp
#texture = textures/ShinyOrange.bmp
#texture = textures/LichenNightRed.bmp
#texture = textures/LiquidRoses2.bmp
#texture = textures/GlyphsFine2.bmp
#texture = textures/MarbleWhiteBlackGold.bmp

#blend = add
cullface = 0


#collide = 1
collide = 0
mass = 2

#envmode = blend

envlight = 1
envmode = texture
smoothshade = 1
solidlight = 1

fade = 1.0
#fade = 0.5

#envmode = global
#fade = 1.0

RestOnGround = 1
GroundOffset = -25

ConstRotate = 0, 10, 0
