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The icon was rendered from a second mesh built only for it (the icon renderer's color corrections, no variation, occlusion worked out again). It is now drawn from the .nif just made, read back with NifFile at LOD 0, so it shows exactly what the game shows: the color variation, the removed faces and the lighting baked into the vertex colors (so it adds no occlusion of its own). icon_correct_colors and icon_color_variation are gone; the camera and light settings stay. Cars and rockets are drawn as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
99 lines
4.3 KiB
INI
99 lines
4.3 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_palette=lu_toolbox
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color_variation=5
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transparent_opacity=58.82
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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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# 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, set up like LU Toolbox's icon renderer: size in pixels, the camera's angle around (yaw, from the model's
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# front) and above (pitch) in degrees, its field of view, the empty border (1 fills the icon), the sun's angles and
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# strength, the world light and shadows. A player model's icon is drawn from its finished .nif (LOD 0), so it shows
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# its colors, variation and baked lighting exactly as the game does. icon_ao: ambient occlusion for car and rocket
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# icons (player models have theirs baked in). Modular builds (cars, rockets) have their own camera angles.
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icon_size=128
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icon_yaw=53.36
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icon_pitch=19.54
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icon_fov=39.6
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icon_margin=1.03
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icon_sun_yaw=21
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icon_sun_pitch=50.3
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icon_sun_strength=2.5
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icon_ambient=0.192
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icon_shadows=1
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icon_ao=1
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modular_icon_yaw=53.36
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modular_icon_pitch=19.54
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