[TexturePanels] file = solar\asteroids\debris_shapes.ini [Field] cube_size = 400 fill_dist = 3400 diffuse_color = 255, 150, 60 ambient_color = 150, 150, 150 ambient_increase = 50, 50, 90 empty_cube_frequency = 0.8 [properties] flag = object_density_low flag = debris_objects [Exclusion Zones] exclusion = Zone_Li04_05 exclude_billboards = 1 exclude_dynamic_asteroids = 1 exclusion = Zone_Li04_to_Li01_hole exclude_billboards = 1 exclusion = ZONE_Li04_vignette9_exclusion exclusion = ZONE_Li04_vignette10_exclusion exclusion = ZONE_Li04_vignette11_exclusion [Cube] asteroid = debris_small1, 0.7, 0.2, -0.2, 35, 10, 20 asteroid = debris_med2, 0.4, -0.8, -0.2, 15, 90, 120 asteroid = debris_large1, -0.2, -0.1, -0.6, 105, 160, 25 [Band] render_parts = 8 shape = debris_belt_04 height = 3000 offset_dist = 1500 fade = 1, 1.35, 10, 11 texture_aspect = 1.5 color_shift = 0.8, 0.8, 0.8 ambient_intensity = 1 vert_increase = 2 [AsteroidBillboards] count = 200 start_dist = 2000 fade_dist_percent = 0.3 shape = debris_tri color_shift = 1, 1, 1 ambient_intensity = 1 size = 65, 170 [DynamicAsteroids] asteroid = dasteroid_debris_small1 count = 15 placement_radius = 150 placement_offset = 90 max_velocity = 5 max_angular_velocity = 3 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 = 4