Files
DarkflameServer/resources/ugcconfig.ini
Aaron Kimbrell 63bfaf545e fix(ugc): each glitter brick gets its own fleck pattern
Every glitter brick had the same flecks in the same places: the UVs were
the vertex positions projected on an axis plane, so bricks a whole tile
apart (and every brick of the same shape at the same spot in its own
model) looked identical. Each brick now has a number of its own
(UgcGlitter::BrickSeed, from the model's id and the brick's index, kept
per vertex in Mesh::brickSeeds) that turns the projection by an angle
and moves it by an offset under a tile, differently for each axis
plane. A model made again gets the same patterns; every LOD of a brick
the same one. The icon now draws the flecks on the UVs the .nif has
(Mesh::uvs read back by FromNif). New setting glitter_random (1; 0 puts
the same pattern on every brick as before). Non-glitter models are
byte-identical (hash tests unchanged).

Check in game: reprocess a model with several glitter bricks of the
same shape; the fleck patterns differ from brick to brick.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:40:09 -05:00

147 lines
7.9 KiB
INI

# 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<DATACENTERID>/...)
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_brightness: the models' colors in percent (not icons'; 100: as the palette has them, lower is darker).
# transparent_colors: color ids drawn transparent whatever Materials.xml says, comma separated (empty: the default, 129,
# the transparent glitter violet, which Materials.xml has opaque; none: no colors).
color_palette=lu_toolbox
color_variation=5
transparent_opacity=58.82
color_brightness=100
transparent_colors=129
# 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<shader>_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
# Metal, glow and glitter colors in NiLODNodes of their own, drawn with the client's metal, emissive and animated UV
# shaders (the default).
# Not how live looked: live's models were all LEGO plastic (S01), which 0 (off) keeps, byte for byte.
# shader_metal: mapShaders id for metal colors (Materials.xml types in metal_material_types and LU Toolbox's metallic
# colors), S<id>_Metal_Model: 88 is Polished Metal.
# shader_brushed: for brushed steel colors (brushed_material_types; the client's Materials.xml has none): 89 is
# Brushed Steel.
# shader_glow: for opaque glowing colors (LU Toolbox's glow colors), with their plain color and an emissive material:
# 46 is LEGO-Emissive. Transparent glow stays with the transparent bricks.
# glow_emissive: the glow shapes' material emissive (how far the shader goes from lit to the plain color, 1 fully).
# *_material_types: Materials.xml MaterialTypes, comma separated (empty: the default, none: no types).
# Models already made keep their look until they're made again (the dashboard's Make everything again, or Reprocess).
shader_metal=88
shader_brushed=89
shader_glow=46
glow_emissive=1
metal_material_types=shinySteel
brushed_material_types=brushedSteel,matteSteel
# brushed_colors: LEGO color ids drawn as brushed steel whatever their type, comma separated (empty: the default, the
# drum lacquered 298,300,1002,1004; none: no colors)
brushed_colors=298,300,1002,1004
# shader_glitter: for glitter colors (glitter_material_types and glitter_colors), S<id>_Glitter_Model and, for
# transparent ones, S<id>_GlitterAlpha_Model: 21 is LEGO-AnimUV, which lays a white fleck texture stored in the .nif
# over the color and moves it. 0: off, glitter stays plastic.
# glitter_size: the fleck texture's tile in model units (a stud is 0.8); glitter_density: flecks in a tile;
# glitter_speed: 1 moves the flecks a tile in 7 s one way and 11 s the other, 0 keeps them still.
# glitter_random: 1 places each brick's flecks its own way (turned and moved by the brick), 0 the same on every brick.
# glitter_colors: LEGO color ids that are glitter whatever their type (empty: the default, 114,117, which LEGO's color
# data calls glitter; none: no colors)
shader_glitter=21
glitter_material_types=glitter
glitter_colors=114,117
glitter_size=1.6
glitter_density=50
glitter_speed=1
glitter_random=1
# Satin (opal) colors stay transparent plastic (the client has no satin shader) but are made milky:
# satin_colors: color ids (empty: the default, LEGO's satin colors 360,362,363,364,365,366,367,376; none: off),
# satin_opacity: their transparent bricks' opacity in percent (instead of transparent_opacity),
# satin_whiten: how far their color goes towards white, in percent.
satin_colors=360,362,363,364,365,366,367,376
satin_opacity=75
satin_whiten=20
# Remove faces that can't be seen from anywhere, as LU Toolbox's Remove Hidden Faces: paths are traced from points on
# each opaque triangle, bouncing off the model; a triangle none of whose paths reaches the sky is removed.
# hsr_ground_plane: 1 also removes what can only be seen from below the model. hsr_samples: paths from each point.
# hsr_bounces: bounces a path may take. hsr_sample_spacing: distance between the points in LDD units (a stud is 0.8).
# hsr_min_points: points on a triangle at least, however small it is (LU Toolbox bakes 28 texels a triangle).
remove_hidden_faces=1
hsr_ground_plane=0
hsr_samples=8
hsr_bounces=8
hsr_sample_spacing=0.1143
hsr_min_points=28
# 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.