[TexturePanels] file = solar\asteroids\debris_shapes.ini [Field] cube_size = 1000 fill_dist = 5000 diffuse_color = 100, 100, 80 ambient_color = 255, 255, 255 ambient_increase = 20, 20, 30 [properties] flag = Debris_objects flag = Object_density_low [DynamicAsteroids] asteroid = debris_small1 count = 100 placement_radius = 1500.000000 placement_offset = 0.000000 max_velocity = 0.600000 max_angular_velocity = 0.300000 color_shift = 1.000000, 1.000000, 1.000000 [DynamicAsteroids] asteroid = debris_med2 count = 100 placement_radius = 1500.000000 placement_offset = 0.000000 max_velocity = 0.600000 max_angular_velocity = 0.300000 color_shift = 1.000000, 1.000000, 1.000000 [DynamicAsteroids] asteroid = debris_large1 count = 100 placement_radius = 1500.000000 placement_offset = 0.000000 max_velocity = 0.600000 max_angular_velocity = 0.300000 color_shift = 1.000000, 1.000000, 1.000000 [DynamicAsteroids] asteroid = debris_small2 count = 100 placement_radius = 1500.000000 placement_offset = 0.000000 max_velocity = 0.600000 max_angular_velocity = 0.300000 color_shift = 1.000000, 1.000000, 1.000000 [Band] render_parts = 10 shape = debris_belt_04 height = 6000 offset_dist = 2500 fade = 1.100000, 1.450000, 10, 11 texture_aspect = 1.000000 color_shift = 0.900000, 0.900000, 0.900000 ambient_intensity = 1.000000 vert_increase = 2 [AsteroidBillboards] count = 1000 start_dist = 2500 fade_dist_percent = 0.500000 shape = debris_tri color_shift = 1, 1, 1 ambient_intensity = 1.000000 size = 50, 130 [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 = 1, 30 dynamic_loot_count = 1, 30 asteroid_loot_difficulty = 9 dynamic_loot_difficulty = 9 [FlExplorer] template = solar\asteroids\li01_detroit_debris_field_001.ini