# UGC server: makes the meshes and icons of what players build and serves them to the game client. # The master starts it when enable_ugc_server=1 (masterconfig.ini). See docs/UgcServer.md. # HTTP port the game client downloads from (the client's UGCSERVERPORT) port=2008 # The IP address to bind to. The game client has to reach it, so the default is every interface. listen_ip=0.0.0.0 # UDP port for the connection to the master server (the next port is used too). It must not clash with another # server's ports: auth uses 1500-1501, chat 2005-2006, the dashboard 2010-2011, worlds 3000 and up. net_port=2012 # The client's UGCSERVERDIR: the path the downloads are under (the client adds /UGCC/...) client_path=/ugc # Where the made files are kept (relative to the server binaries), and at most how much space they may take in MB. # When there's more, the files used longest ago are deleted; they're made again when asked for. 0: no limit. ugc_output_dir=ugc ugc_max_storage_mb=2048 # Worker threads making files (0: half the CPU cores) worker_threads=0 # How much of the machine making files may use (changes apply while running): # max_cpu_percent: the workers together average at most this share of all CPU cores (0: no limit); they pause # between bits of work to stay under it, long renders included. # worker_nice: the workers' scheduling priority on Linux, 0 (normal) to 19 (only when nothing else wants the CPU). # max_memory_mb: jobs whose estimated memory would go past this together wait for running ones to finish; a job # bigger than it alone runs when nothing else does (0: no limit). # max_model_bricks: models with more bricks fail with that reason instead of being made (0: no limit). # pause_hours: local hours in which no new jobs start, e.g. 18-23 or 22-6 (empty: never). max_cpu_percent=0 worker_nice=0 max_memory_mb=0 max_model_bricks=0 pause_hours= # How often to look for models to make (milliseconds), how many to take at once, and how often a model may fail # before it's given up on (the dashboard can try again) poll_interval_ms=2000 poll_batch=32 max_attempts=3 # Models are made like LU Toolbox's Process Model and Bake Lighting make them; these default to its settings. # color_palette: lu_toolbox (its LU palette, unknown colors black) or brickdb (the client's Materials.xml). # color_variation: each brick's brightness is shifted by up to this percent (the same every time; 0: none). # transparent_opacity: transparent bricks' opacity in percent. color_palette=lu_toolbox color_variation=5 transparent_opacity=58.82 # Levels of detail made, from the client's brickprimitives (0 most detailed, 2 least), and the distances they're # drawn at (LU Toolbox picks each level's range from these by which levels are made; lod_cull: drawn up to). lods=0,2 lod_distance_0=0 lod_distance_1=50 lod_distance_2=100 lod_distance_3=280 lod_cull=10000 # The shapes' shader number: S_Opaque_Model (transparent shapes are S01_Alpha_Model), and whether all # transparent bricks are one shape (1) or each its own (0, so the client can sort them) shader_opaque=01 combine_transparent=0 # Remove faces that can't be seen from anywhere (optimize_resolution: detail of the renders that decide it; # hsr_ground_plane: 1 also removes what can only be seen from below the model) remove_hidden_faces=1 hsr_ground_plane=0 optimize_resolution=1024 # Bake ambient occlusion into the vertex colors: rays per vertex, how far they look, strength 0 (none) to 1, and how # much glowing colors add bake_ao=1 ao_samples=64 ao_distance=5 ao_strength=1 glow_strength=6 # Icons: size in pixels. A player model's icon is drawn from its finished .nif (LOD 0), a car or rocket's from its # modules' meshes put together. icon_size=128 # How icons are framed and lit: icon_yaw, icon_pitch, icon_fov, icon_margin, icon_offset_x, icon_offset_y, # icon_model_yaw, icon_model_pitch, icon_model_roll, # icon_sun_yaw, icon_sun_pitch, icon_sun_light, icon_world_light, icon_fill, icon_specular, icon_shininess, # icon_exposure, icon_contrast, icon_shadow_strength, icon_ao_strength. Their defaults (the framing from LU Toolbox's icon # renderer, the light matched to the game's own model icons) and ranges are listed once in the server # (UgcIconParams) and on the dashboard's settings page; set one here only to change it. The dashboard's icon editor # also keeps presets for player models and each car or rocket type, and overrides for single items, in the database.