class = mesh
type = ZMale4

mesh = sculpture/ZMale/ZMale4HT.lwo
mesh1 = sculpture/ZMale/ZMale4MT.lwo
mesh2 = sculpture/ZMale/ZMale4LT.lwo

LodBias = 0.3

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

#texture = textures/Fiery5.bmp
#texture = textures/Waypoint.bmp
#texture = textures/RockFace.bmp
#texture = textures/TerrainRidgedCourse.bmp
#texture = textures/BlackShiny1.bmp
#texture = textures/BlackShiny2b.bmp
texture = textures/BlackShiny3.bmp
#texture = textures/LizardSkinBrown.bmp
#texture = textures/CarvedOrange.bmp
#texture = textures/CarvedBronzeA.bmp
#texture = textures/CarvedBronze2.bmp



scale = 1.0
collide = 0
mass = 2

#blend = add
smoothshade = 1
solidlight = 0
cullface = 1
#edgetrans = 1

envmode = texture

#envmode = blend
#fade = 0.5

#envmode = global
fade = 1.0

RestOnGround = 1
GroundOffset = 4.0

ConstRotate = 0, 15, 0
#ConstWave = 0, 0, 0
#ConstWaveTime = 10
ConstWaveTime = 0

EntityChain0 = mesh/ZMale4base

