1 2 3SPECIALxxdd10 0 01 2 3COVERAGE: //TBNESW0 : 20 : 20 : 10 : 20 : 10 : 2----------------East quads:2TEX:SIDEPOSITION:0.497 -0.979 -0.1080.497 0.015 -0.1080.497 -0.979 -0.4350.497 0.015 -0.435UV COORDS:7.5 08 0.50.99999 0.51.49999 0NORMALS:0 0 -10 0 -10 0 -10 0 -1TEX:SIDEPOSITION:0.497 -0.979 -0.1080.497 0.015 -0.1080.497 -0.704 0.2570.497 -0.26 0.257UV COORDS:7.5 08 0.50.99999 0.51.49999 0NORMALS:0 0 -10 0 -10 0 -10 0 -1----------------South quads:2TEX:SIDEPOSITION:0.497 -0.979 -0.108-0.497 -0.979 -0.108-0.497 -0.979 -0.4350.497 -0.979 -0.435UV COORDS:7.5 08 0.50.99999 0.51.49999 0NORMALS:0 0 -10 0 -10 0 -10 0 -1TEX:SIDEPOSITION:0.497 -0.979 -0.108-0.497 -0.979 -0.108-0.497 -0.704 0.2570.497 -0.704 0.257UV COORDS:7.5 08 0.50.99999 0.51.49999 0NORMALS:0 0 -10 0 -10 0 -10 0 -1----------------West quads:2TEX:SIDEPOSITION:-0.497 -0.979 -0.108-0.497 0.015 -0.108-0.497 -0.979 -0.435-0.497 0.015 -0.435UV COORDS:7.5 08 0.50.99999 0.51.49999 0NORMALS:0 0 -10 0 -10 0 -10 0 -1TEX:SIDEPOSITION:-0.497 -0.979 -0.108-0.497 0.015 -0.108-0.497 -0.704 0.257-0.497 -0.26 0.257UV COORDS:7.5 08 0.50.99999 0.51.49999 0NORMALS:0 0 -10 0 -10 0 -10 0 -1
These define which point on the texture to draw from. Each one is a set of two co-ordinates, which match up with the corners under POSITION. 0 is the far left or top of the image. 1 is the far right or bottom of the image. Negative numbers will make the image loop that many times. (For instance, this defines the top of the 2x2 ramp brick, which has two studs drawn in one quad, because it loops twice)