[TexturePanels] file = solar\asteroids\rock_shapes.ini [Field] cube_size = 400 fill_dist = 3400 tint_field = 255, 255, 255 empty_cube_frequency = 0.6 [Exclusion Zones] exclusion = Zone_Br05_GSM_access_lane exclude_billboards = 1 exclusion = Zone_Br05_GSM_mineable_gold_field exclude_billboards = 1 [properties] flag = rock_objects flag = Object_density_med flag = DANGER_DENSITY_MED [Cube] asteroid = minedout_asteroid60, 0.6, 0.2, -0.2, 35, 10, 20 asteroid = minedout_asteroid30, 0.2, 0.8, 0.3, 45, 20, 0 asteroid = minedout_asteroid30, 0.4, -0.7, -0.2, 15, 90, 120 asteroid = minedout_asteroid60, -0.3, -0.3, 0.8, 85, 0, 185 asteroid = mine_spike_minedout, -0.2, -0.1, -0.6, 105, 160, 25, mine asteroid = mine_spike_minedout, 0.5, -0.2, -0.6, 75, 30, 70, mine [Band] render_parts = 6 shape = asteroid_belt_04 height = 2000 offset_dist = 1000 fade = 1, 1.35, 15, 17 texture_aspect = 1 color_shift = 1, 1, 1 ambient_intensity = 1 vert_increase = 2 [AsteroidBillboards] count = 700 start_dist = 2000 fade_dist_percent = 0.35 shape = mine_rock_tri color_shift = 0.7, 0.7, 0.7 ambient_intensity = 1 size = 90, 100 [DynamicAsteroids] asteroid = DAsteroid_mineable_small1 count = 25 placement_radius = 125 placement_offset = 90 max_velocity = 0 max_angular_velocity = 0 color_shift = 1, 1, 1 [LootableZone] asteroid_loot_container = lootcrate_ast_loot_gold asteroid_loot_commodity = commodity_gold dynamic_loot_container = lootcrate_ast_loot_gold dynamic_loot_commodity = commodity_gold asteroid_loot_count = 0, 0 dynamic_loot_count = 1, 1 asteroid_loot_difficulty = 80 dynamic_loot_difficulty = 10