[TexturePanels]
file = solar\asteroids\debris_shapes.ini

[Field]
cube_size = 400
fill_dist = 1600
diffuse_color = 100, 100, 80
ambient_color = 255, 255, 255
ambient_increase = 20, 20, 30
empty_cube_frequency = 0.600000

[properties]
flag = Debris_objects
flag = Object_density_low

[Exclusion Zones]
exclusion = Zone_Li01_Detroit_high_density_debris
exclude_billboards = 1
exclusion = Zone_Li01_Detroit_storage_area
exclude_billboards = 1
empty_cube_frequency = 0.750000
exclusion = ZONE_Li01_vignette8_exclusion
exclusion = ZONE_Li01_vignette12_exclusion
exclusion = ZONE_Li01_vignette14_exclusion

[Cube]
asteroid = debris_small1, -0.700000, 0.300000, 0.200000, 0, 20, 190
asteroid = debris_med2, -0.300000, -0.300000, 0.800000, 85, 0, 185
asteroid = debris_large1, -0.200000, -0.100000, -0.600000, 105, 160, 25
asteroid = debris_small2, 0.000000, -0.900000, -0.800000, 35, 110, 60

[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 = 150
start_dist = 1000
fade_dist_percent = 0.300000
shape = debris_tri
color_shift = 1, 1, 1
ambient_intensity = 1.000000
size = 50, 130

[DynamicAsteroids]
asteroid = dasteroid_debris_small1
count = 5
placement_radius = 150.000000
placement_offset = 90.000000
max_velocity = 8.000000
max_angular_velocity = 2.000000
color_shift = 1, 1, 1

[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_metal
asteroid_loot_commodity = cloak_fighter
dynamic_loot_container = lootcrate_ast_loot_metal
dynamic_loot_commodity = cloak_fighter
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 50
dynamic_loot_difficulty = 3

