[TexturePanels] file = solar\asteroids\debris_shapes.ini [Field] cube_size = 400 fill_dist = 1500 diffuse_color = 255, 255, 255 ambient_color = 20, 30, 60 ambient_increase = 30, 40, 50 empty_cube_frequency = 0.600000 [properties] flag = debris_objects flag = Object_density_low [Exclusion Zones] exclusion = ST04_03_ex exclude_billboards = 1 [Cube] asteroid = debris_small1, 0.700000, 0.200000, -0.200000, 35, 10, 20 asteroid = debris_med1, -0.700000, 0.300000, 0.200000, 0, 20, 190 asteroid = debris_med2, 0.400000, -0.800000, -0.200000, 15, 90, 120 asteroid = debris_large1, -0.200000, -0.100000, -0.600000, 105, 160, 25 [AsteroidBillboards] count = 500 start_dist = 900 fade_dist_percent = 0.300000 shape = debris_tri color_shift = 1.000000, 1.000000, 1.000000 ambient_intensity = 1.000000 size = 110, 120 [DynamicAsteroids] asteroid = dasteroid_debris_small1 count = 10 placement_radius = 150.000000 placement_offset = 90.000000 max_velocity = 5.000000 max_angular_velocity = 2.000000 color_shift = 1.000000, 1.000000, 1.000000 [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 = 3, 7 asteroid_loot_difficulty = 90 dynamic_loot_difficulty = 2 [Band] render_parts = 10 shape = debris_belt_04 height = 10000 offset_dist = 27000 fade = 0.800000, 1.000000, 10, 11 texture_aspect = 0.750000 color_shift = 0.600000, 0.600000, 0.700000 vert_increase = 1