[TexturePanels] file = solar\asteroids\debris_shapes.ini [Field] cube_size = 400 fill_dist = 3200 diffuse_color = 100, 100, 80 ambient_color = 255, 255, 255 ambient_increase = 20, 20, 30 empty_cube_frequency = 0.6 [properties] flag = Debris_objects flag = Object_density_low [Exclusion Zones] exclusion = Zone_Li01_Detroit_high_density_debris exclude_billboards = 1 exclusion = Zone_Li01_Detroit_storage_area exclude_billboards = 1 empty_cube_frequency = 0.75 exclusion = ZONE_Li01_vignette8_exclusion exclusion = ZONE_Li01_vignette12_exclusion exclusion = ZONE_Li01_vignette14_exclusion [Cube] asteroid = debris_small1, -0.7, 0.3, 0.2, 0, 20, 190 asteroid = debris_med2, -0.3, -0.3, 0.8, 85, 0, 185 asteroid = debris_large1, -0.2, -0.1, -0.6, 105, 160, 25 asteroid = debris_small2, 0, -0.9, -0.8, 35, 110, 60 [Band] render_parts = 10 shape = debris_belt_04 height = 6000 offset_dist = 2500 fade = 1.1, 1.45, 10, 11 texture_aspect = 1 color_shift = 0.9, 0.9, 0.9 ambient_intensity = 1 vert_increase = 2 [AsteroidBillboards] count = 150 start_dist = 2000 fade_dist_percent = 0.3 shape = debris_tri color_shift = 1, 1, 1 ambient_intensity = 1 size = 50, 130 [DynamicAsteroids] asteroid = dasteroid_debris_small1 count = 5 placement_radius = 150 placement_offset = 90 max_velocity = 8 max_angular_velocity = 2 color_shift = 1, 1, 1 [LootableZone] asteroid_loot_container = lootcrate_ast_loot_metal asteroid_loot_commodity = commodity_scrap_metal dynamic_loot_container = lootcrate_ast_loot_metal dynamic_loot_commodity = commodity_scrap_metal asteroid_loot_count = 0, 0 dynamic_loot_count = 1, 1 asteroid_loot_difficulty = 50 dynamic_loot_difficulty = 3