Init 0.1 - DATA
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[TexturePanels]
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file = solar\asteroids\ice_shapes.ini
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[Field]
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cube_size = 400
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fill_dist = 3000
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diffuse_color = 190, 200, 210
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ambient_color = 90, 90, 90
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ambient_increase = 30, 30, 30
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empty_cube_frequency = 0.5
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[properties]
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flag = ice_objects
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flag = Object_density_med
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[Exclusion zones]
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exclusion = ZONE_Br02_vignette8_exclusion
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[Cube]
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asteroid = ice_asteroid30, 0.1, 0.7, -0.6, 35, 10, 160
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asteroid = ice_asteroid10, 0.6, 0.9, 0.3, 45, 20, 0
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asteroid = ice_asteroid30, 0.4, -0.5, 0.7, 15, 90, 120
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asteroid = ice_asteroid10, -0.3, -0.8, 0.6, 85, 0, 185
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asteroid = ice_asteroid30, -0.6, -0.3, -0.8, 105, 160, 25
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asteroid = ice_asteroid30, -0.1, 0.1, -0.1, 75, 30, 70
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[Band]
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render_parts = 6
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shape = asteroid_icebelt_04
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height = 5000
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offset_dist = 3000
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fade = 1, 1.35, 15, 17
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texture_aspect = 1
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color_shift = 0.6, 0.7, 0.7
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ambient_intensity = 2
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vert_increase = 2
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[AsteroidBillboards]
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count = 300
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start_dist = 2000
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fade_dist_percent = 0.35
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shape = asteroid_ice_4
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color_shift = 0.5, 0.5, 0.5
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ambient_intensity = 1.5
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size = 30, 90
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[DynamicAsteroids]
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asteroid = DAsteroid_ice_small1
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count = 9
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placement_radius = 150
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placement_offset = 90
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max_velocity = 15
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max_angular_velocity = 3
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color_shift = 1, 1, 1
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[LootableZone]
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asteroid_loot_container = lootcrate_ast_loot_water
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asteroid_loot_commodity = commodity_water
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dynamic_loot_container = lootcrate_ast_loot_water
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dynamic_loot_commodity = commodity_water
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asteroid_loot_count = 0, 0
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dynamic_loot_count = 1, 1
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asteroid_loot_difficulty = 70
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dynamic_loot_difficulty = 10
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