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color_brightness (percent, default 100: unchanged) scales the models' vertex colors, not the icons', for servers where the made models look brighter than they should. transparent_colors names color ids drawn transparent whatever Materials.xml says: 129 (Tr. Bright Bluish Violet with Glitter) has alpha 255 there, so it came out opaque; a named color gets transparent_opacity. Both default to off, so models come out byte for byte as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
117 lines
6.0 KiB
INI
117 lines
6.0 KiB
INI
# UGC server: makes the meshes and icons of what players build and serves them to the game client.
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# The master starts it when enable_ugc_server=1 (masterconfig.ini). See docs/UgcServer.md.
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# HTTP port the game client downloads from (the client's UGCSERVERPORT)
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port=2008
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# The IP address to bind to. The game client has to reach it, so the default is every interface.
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listen_ip=0.0.0.0
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# UDP port for the connection to the master server (the next port is used too). It must not clash with another
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# server's ports: auth uses 1500-1501, chat 2005-2006, the dashboard 2010-2011, worlds 3000 and up.
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net_port=2012
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# The client's UGCSERVERDIR: the path the downloads are under (the client adds /UGCC<DATACENTERID>/...)
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client_path=/ugc
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# Where the made files are kept (relative to the server binaries), and at most how much space they may take in MB.
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# When there's more, the files used longest ago are deleted; they're made again when asked for. 0: no limit.
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ugc_output_dir=ugc
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ugc_max_storage_mb=2048
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# Worker threads making files (0: half the CPU cores)
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worker_threads=0
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# How much of the machine making files may use (changes apply while running):
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# max_cpu_percent: the workers together average at most this share of all CPU cores (0: no limit); they pause
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# between bits of work to stay under it, long renders included.
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# worker_nice: the workers' scheduling priority on Linux, 0 (normal) to 19 (only when nothing else wants the CPU).
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# max_memory_mb: jobs whose estimated memory would go past this together wait for running ones to finish; a job
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# bigger than it alone runs when nothing else does (0: no limit).
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# max_model_bricks: models with more bricks fail with that reason instead of being made (0: no limit).
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# pause_hours: local hours in which no new jobs start, e.g. 18-23 or 22-6 (empty: never).
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max_cpu_percent=0
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worker_nice=0
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max_memory_mb=0
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max_model_bricks=0
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pause_hours=
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# How often to look for models to make (milliseconds), how many to take at once, and how often a model may fail
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# before it's given up on (the dashboard can try again)
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poll_interval_ms=2000
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poll_batch=32
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max_attempts=3
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# Models are made like LU Toolbox's Process Model and Bake Lighting make them; these default to its settings.
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# color_palette: lu_toolbox (its LU palette, unknown colors black) or brickdb (the client's Materials.xml).
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# color_variation: each brick's brightness is shifted by up to this percent (the same every time; 0: none).
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# transparent_opacity: transparent bricks' opacity in percent.
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# color_brightness: the models' colors in percent (not icons'; 100: as the palette has them, lower is darker).
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# transparent_colors: color ids drawn transparent whatever Materials.xml says, comma separated (e.g. 129, the
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# transparent glitter violet, which Materials.xml has opaque). Empty: none.
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color_palette=lu_toolbox
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color_variation=5
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transparent_opacity=58.82
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color_brightness=100
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transparent_colors=
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# Levels of detail made, from the client's brickprimitives (0 most detailed, 2 least), and the distances they're
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# drawn at (LU Toolbox picks each level's range from these by which levels are made; lod_cull: drawn up to).
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lods=0,2
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lod_distance_0=0
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lod_distance_1=50
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lod_distance_2=100
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lod_distance_3=280
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lod_cull=10000
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# The shapes' shader number: S<shader>_Opaque_Model (transparent shapes are S01_Alpha_Model), and whether all
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# transparent bricks are one shape (1) or each its own (0, so the client can sort them)
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shader_opaque=01
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combine_transparent=0
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# Metal and glow colors in NiLODNodes of their own, drawn with the client's metal and emissive shaders. Not how live
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# looked: live's models were all LEGO plastic (S01), which is what 0 (off, the default) keeps, byte for byte.
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# shader_metal: mapShaders id for metal colors (Materials.xml types in metal_material_types and LU Toolbox's metallic
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# colors), S<id>_Metal_Model: 88 is Polished Metal.
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# shader_brushed: for brushed steel colors (brushed_material_types; the client's Materials.xml has none): 89 is
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# Brushed Steel.
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# shader_glow: for opaque glowing colors (LU Toolbox's glow colors), with their plain color and an emissive material:
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# 46 is LEGO-Emissive. Transparent glow stays with the transparent bricks.
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# glow_emissive: the glow shapes' material emissive (how far the shader goes from lit to the plain color, 1 fully).
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# *_material_types: Materials.xml MaterialTypes, comma separated (empty: the default, none: no types).
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# Models already made keep their look until they're made again (the dashboard's Make everything again, or Reprocess).
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shader_metal=0
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shader_brushed=0
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shader_glow=0
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glow_emissive=1
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metal_material_types=shinySteel
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brushed_material_types=brushedSteel,matteSteel
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# brushed_colors: LEGO color ids drawn as brushed steel whatever their type (e.g. the drum lacquered 298,300,1002,1004)
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brushed_colors=
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# Remove faces that can't be seen from anywhere (optimize_resolution: detail of the renders that decide it;
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# hsr_ground_plane: 1 also removes what can only be seen from below the model)
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remove_hidden_faces=1
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hsr_ground_plane=0
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optimize_resolution=1024
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# Bake ambient occlusion into the vertex colors: rays per vertex, how far they look, strength 0 (none) to 1, and how
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# much glowing colors add
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bake_ao=1
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ao_samples=64
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ao_distance=5
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ao_strength=1
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glow_strength=6
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# Icons: size in pixels. A player model's icon is drawn from its finished .nif (LOD 0), a car or rocket's from its
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# modules' meshes put together.
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icon_size=128
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# How icons are framed and lit: icon_yaw, icon_pitch, icon_fov, icon_margin, icon_offset_x, icon_offset_y,
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# icon_model_yaw, icon_model_pitch, icon_model_roll,
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# icon_sun_yaw, icon_sun_pitch, icon_sun_light, icon_world_light, icon_fill, icon_specular, icon_shininess,
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# icon_exposure, icon_contrast, icon_shadow_strength, icon_ao_strength. Their defaults (the framing from LU Toolbox's icon
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# renderer, the light matched to the game's own model icons) and ranges are listed once in the server
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# (UgcIconParams) and on the dashboard's settings page; set one here only to change it. The dashboard's icon editor
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# also keeps presets for player models and each car or rocket type, and overrides for single items, in the database.
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