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