// Folder where auxillary level data is stored: lightmaps, vertex lights, octree skeleton. // Multiple scenarios can share the same auxillaries if they use the same set of terrain meshes. AuxillaryFolder = data/terrain/Speedball/Industrial // Terrain Meshes used to load this level. NumTerrainMeshes = 2 TerrainMesh0 = data/terrain/Speedball/Industrial/terrain_extras.mesh TerrainMesh1 = data/terrain/Speedball/Industrial/sounds.mesh // Skymesh to load for the background. SkyMesh = data/terrain/speedball/Industrial/sky.mesh // Flags and options. ForceHardAlpha = false DisableMeshFaceAlphaSort = false EnableTerrainCastShadows = true ForceWorldPositive = false EnableCollisionCache=false EnableTerrainCollisionAndPhysics=true AddTerrainToSpacialHierarchy=true UseOctreeSkeleton = false LoadTerrainXRefs = true renderskydomefirst = true Shadowsettings = { shadowintensity=.5 } // Proceedural terrain and Foliage files ProceduralTerrain=data/terrain/Speedball/Industrial/Flat.tga //ProceduralGroundCache=data/terrain/Speedball/Industrial/terrain.map //ProceduralGroundMap=data/terrain/Level01/ground.tga KeepGroundCacheCurrent=false ProceduralGroundInfo=data/terrain/ground.ini ProceduralFoliageIni=data/terrain/foliage.ini //ProceduralFoliageMap=data/terrain/Level01/foliage.mob PatchNumSections = 50 PatchNumHDSections = 0 PatchMaxFacesPerSection = 32 PatchMaxVertsPerSection = 50 PatchTextureSize = 256 PatchHDTextureSize = 256 PatchLightmapTextureSize = 256 PatchNumLightmapTexturesX = 2 PatchNumLightmapTexturesY = 2 PatchDimensions = 96,48,0 PatchSize = 24,12 PatchOrigin = 0,0, 0 // ground detail mapping GroundDetail = data/terrain/grounddetail.ini // Camera Settings SwoopCam = { ZoomOutDist = 300 ZoomInDist = 5 ZoomOutFOV = 1.0 ZoomInFOV = 1.0 ZoomPower = 1.0 MaxRotate = 10000.0 ZoomOutPitchAngle = -1.2 ZoomInPitchAngle = 0 PitchPower = 1.6 ZoomInPitchOffset = 0.35f ZoomOutPitchOffset = 0.0f FocalPlaneHeightOffset = 0.8f NearClipPlane = 0.5f FarFog = { constantFog = false zeroVisibilityDistance = 100000.0f // zero vis very far for no fog effects. zeroVisibilityDistanceLayer = 100000.0f // zero vis very far for no fog effects. farClipPlane = 2000.0f // far clip plane just big enough to see everything. fogStartElevation = 20 fogEndElevation = 70 offsetCoefficient = 0.0f insideFogColor = 255,255,255 outsideFogColor = 255,255,255 } } // Loadscreen UI .bin file location LoadScreenUI = data/UI/shell/loadprogress/progress.bin weather = { ForecastTime = 0.00000000 TransitionTime = 0.00000000 WindOrientation = (-0.620379,0.778804,-0.092708), (-0.784301,-0.615857,0.074780), (0.001144,0.119102,0.992882), (296.64,-387.10,15.07) DirectionVolatility = 0.00000000 WindType = Idle //P recipType = Rain.psys PrecipStrength = 1.00000000 Temperature = 35.00000000 AlternateSkyMeshID = File Not Found! FogColorFromAmbientLight =false AlternateSkyStrength = 0 AffectFog = false FogColor = -1 FogDistance = 1600 FogOffsetCoefficient = 0 // .3 UseLayeredFog = false LayerBottom = 0 LayerTop = 50 LayerDistance = 160 }