Sun Jun 15, 2003 1:48 pm by Silver71880
Nebula? ok.. Hang on. Asteroid fields work the same way though:
Let's say you want the Badlands in your system.
Go to li01 and copy these two:
[Asteroids
file = solar\asteroids\Li01_Badlands_Asteroids.ini
zone = Zone_Li01_Badlands_Asteroids
[Nebula
file = solar\nebula\Li01_Badlands_Nebula.ini
zone = Zone_Li01_Badlands_Nebula
and paste it into your own ini file. It's easier if you put all your nebula and asteroid fields at one place so that you know where to find them.
Anyway, as you can see, the [asteroids are for the asteroids in the Badlands and the [nebula is for the badlands nebula itself.
ok then. Now we need to put tyhe nebula in your system. so copy this from li01.
[zone
nickname = Zone_Li01_Badlands_Asteroids
pos = -7460, 0, 63000
shape = ELLIPSOID
size = 54000, 19000, 34000
property_flags = 8200
Music = zone_badlands
visit = 128
sort = 99.500000
and this
[zone
nickname = Zone_Li01_Badlands_Nebula
ids_name = 261208
pos = -7460, 0, 63000
shape = ELLIPSOID
size = 55000, 20000, 35000
property_flags = 32768
property_fog_color = 10.000000, 7.000000, 30.000000
spacedust = radioactivedust_blue
spacedust_maxparticles = 50
Music = zone_badlands
ids_info = 65996
visit = 32
comment = Badlands
sort = 25
toughness = 3
density = 5
repop_time = 20
max_battle_size = 4
pop_type = nonlootable_ast_field
relief_time = 35
faction_weight = fc_lr_grp, 10
encounter = area_scout, 3, 0.670000
faction = fc_lr_grp, 1.000000
now you can change their position if you want to.
Also. what is good is that you rename the things.
so if you are working on a 6th liberty system you could change all the li01's to li06's (01 is new york, 02: California, 03: Colorado, 04: Texas, 05: Alaska)
but if you change that, you won't find your nebula in your system. and you'll have a possible crash. The reason for that is that there is no solar\asteroids\Li06_Badlands_Asteroids.ini file. So, what you need do is go to the data\solar\asteroids directory and copy the li01_badlands_asteroids.ini file and put is somewhere else. Then rename the file to li06_badlands_asteroids.ini and put it back in. Then open the file.
it should look like this:
[TexturePanels
file = solar\asteroids\rock_shapes.ini
[Field
cube_size = 355
fill_dist = 1250
tint_field = 15, 15, 15
max_alpha = 1.000000
empty_cube_frequency = 0.200000
[properties
flag = badland_danger_objects
flag = danger_density_low
[Exclusion Zones
exclusion = Zone_Li01_badlands_low_density_asteroids
exclusion = Zone_Li01_to_Li04_hole
exclusion = Zone_Li01_Benford_to_Iw03_gate
exclusion = Zone_Li01_Tradelane_20
exclusion = Zone_Li01_013_Station_Li01_05
exclusion = Zone_Li01_012_Station_Li01_04
exclusion = zone_Li01_Jumpgate_to_Iw03
exclusion = Zone_Li01_Badlands_exclusion_asteroids_01
exclusion = Zone_Li01_12_exclusion
exclusion = ZONE_Li01_vignette27_exclusion
exclusion = ZONE_Li01_vignette28_exclusion
exclusion = ZONE_Li01_vignette53_exclusion
exclusion = ZONE_Li01_vignette60_exclusion
exclusion = Zone_Li01a_to_Li01b_hole
[Cube
xaxis_rotation = 0, 0, 180, 180
yaxis_rotation = 0, 30, 90, 195
zaxis_rotation = 0, 0, 180, 180
asteroid = badlands_large1, -0.700000, 0.500000, 0.500000, 3, 35, 0
asteroid = badlands_medium2, -0.400000, -0.400000, -0.700000, 5, 0, 0
asteroid = badlands_small1, 0.300000, -0.650000, 0.200000, 0, 50, 8
[DynamicAsteroids
asteroid = dasteroid_badlands_small1
count = 10
placement_radius = 200.000000
placement_offset = 150.000000
max_velocity = 50.000000
max_angular_velocity = 3.000000
color_shift = 1.000000, 1.000000, 1.000000
you could either do two things now: the easier and the harder part:
The [exclusion zones section will crash your system, because according to your ini, they should be in your li06.ini file, but they simply aren't there, so your system crashes.
Now, you could either delete this section:
[Exclusion Zones
exclusion = Zone_Li01_badlands_low_density_asteroids
exclusion = Zone_Li01_to_Li04_hole
exclusion = Zone_Li01_Benford_to_Iw03_gate
exclusion = Zone_Li01_Tradelane_20
exclusion = Zone_Li01_013_Station_Li01_05
exclusion = Zone_Li01_012_Station_Li01_04
exclusion = zone_Li01_Jumpgate_to_Iw03
exclusion = Zone_Li01_Badlands_exclusion_asteroids_01
exclusion = Zone_Li01_12_exclusion
exclusion = ZONE_Li01_vignette27_exclusion
exclusion = ZONE_Li01_vignette28_exclusion
exclusion = ZONE_Li01_vignette53_exclusion
exclusion = ZONE_Li01_vignette60_exclusion
exclusion = Zone_Li01a_to_Li01b_hole
Or, you could find all those exlusion zones in li01 and put it in li06 as well and rename everything. It's takes a lot more time, but in the end, you will have the same exclusion zones as in li01. But I can imagine that everyone wants his/her own exclusion zones, so let's just delete them.
ok, you are done for the asteroids part.
now for the nebula:
Go to the data\solar\nebula directory and copy the Li01_Badlands_Nebula.ini file and put it at some other place. Then rename it to Li06_Badlands.Nebula.ini and put it back and open this file as well.
[TexturePanels
file = solar\nebula\generic_shapes.ini
[properties
flag = nebula
[Fog
fog_enabled = 1
near = 0
distance = 1000
color = 10, 7, 30
[Exclusion Zones
exclusion = Zone_Li01_013_Station_Li01_05
fog_far = 2000.000000
zone_shell = solar\nebula\plain_inner_sphere.3db
shell_scalar = 1.000000
max_alpha = 0.500000
exclusion_tint = 180, 105, 255
exclusion = Zone_Li01_012_Station_Li01_04
fog_far = 5000.000000
zone_shell = solar\nebula\exclu_generic_sphere.3db
shell_scalar = 1.100000
max_alpha = 1.000000
exclusion_tint = 125, 70, 250
exclusion = zone_Li01_Jumpgate_to_Iw03
fog_far = 1500.000000
[Exterior
shape = generic_exterior1
shape = generic_exterior2
shape = generic_exterior3
shape = generic_exterior4
shape_weights = 1, 1, 1, 1
fill_shape = nebula_circle2
plane_slices = 3
bit_radius = 10000
bit_radius_random_variation = 0.200000
min_bits = 3
max_bits = 8
move_bit_percent = 0.500000
equator_bias = 0.500000
color = 40, 30, 90
[NebulaLight
ambient = 15, 10, 45
sun_burnthrough_intensity = 0.500000
sun_burnthrough_scaler = 1.750000
[Clouds
max_distance = 300
puff_count = 10
puff_radius = 100
puff_colora = 45, 40, 160
puff_colorb = 55, 10, 20
puff_max_alpha = 0.500000
puff_shape = generic_cloud1
puff_shape = generic_cloud2
puff_shape = generic_cloud3
puff_shape = generic_cloud4
puff_weights = 1, 1, 1, 1
puff_drift = 1.000000
near_fade_distance = 125, 200
lightning_intensity = 1.000000
lightning_color = 65, 25, 85
lightning_gap = 5.000000
lightning_duration = 0.500000
[BackgroundLightning
duration = 0.750000
gap = 3.000000
color = 35, 15, 65
[DynamicLightning
gap = 1
duration = 0.400000
color = 180, 200, 220
ambient_intensity = 1
intensity_increase = 1
As you can see, here are also exclusion zones. Do you remember the larger area around Ithica and Benford? (with that small sun in the field) You could see much further in those areas. This is what caused that. An Exclusion zone is basically just a thing that tells the computer that you don't want asteroids or the nebula there. but for the Nebula it's a bit more complicated, because you can't say. I don't want the nebula there within a nebula. What you'll need to do is create a small "background" then. As you can see, there is one for Benford: exclusion = Zone_Li01_012_Station_Li01_04 and one for Ithica: Zone_Li01_013_Station_Li01_05 Anyway, you can delete this section as well. so that you are entirely exclusion zone-free.
and you are done. Ohw.. btw.. Let's bring up this one again.
[zone
nickname = Zone_Li01_Badlands_Nebula
ids_name = 261208
pos = -7460, 0, 63000
shape = ELLIPSOID
size = 55000, 20000, 35000
property_flags = 32768
property_fog_color = 10.000000, 7.000000, 30.000000
spacedust = radioactivedust_blue
spacedust_maxparticles = 50
Music = zone_badlands
ids_info = 65996
visit = 32
comment = Badlands
sort = 25
toughness = 3
density = 5
repop_time = 20
max_battle_size = 4
pop_type = nonlootable_ast_field
relief_time = 35
faction_weight = fc_lr_grp, 10
encounter = area_scout, 3, 0.670000
faction = fc_lr_grp, 1.000000
if you renamed it and put it at some other place then it could look like:
[zone
nickname = Zone_Li06_Badlands_Nebula
ids_name = 261208
pos = 60000, 0, 45000
shape = ELLIPSOID
size = 55000, 20000, 35000
property_flags = 32768
property_fog_color = 10.000000, 7.000000, 30.000000
spacedust = radioactivedust_blue
spacedust_maxparticles = 50
Music = zone_badlands
ids_info = 65996
visit = 32
comment = Badlands
sort = 25
toughness = 3
density = 5
repop_time = 20
max_battle_size = 4
pop_type = nonlootable_ast_field
relief_time = 35
faction_weight = fc_lr_grp, 10
encounter = area_scout, 3, 0.670000
faction = fc_lr_grp, 1.000000
it's somewhere in the right bottom now. Anyway. what I wanted to tell you is this section:
comment = Badlands
sort = 25
toughness = 3
density = 5
repop_time = 20
max_battle_size = 4
pop_type = nonlootable_ast_field
relief_time = 35
faction_weight = fc_lr_grp, 10
encounter = area_scout, 3, 0.670000
faction = fc_lr_grp, 1.000000
This section has nothing to do with the nebula, so you can leave it out.
But what is it then? Answer: traffic.
In your nebula that is.
I am sure traffic is explained in more detail somewhere else, but if you want me to explain it to ya, then just say so.
If you want no traffic in your nebula: just delete the section. If you want this traffic here, just add this to your li06.ini
[EncounterParameters
nickname = area_scout
filename = missions\encounters\area_scout.ini
and that's all for nebula's and asteroid fields. It should show in your system now.
btw: if you know how to rename something and create a new infocard:
These are the files that are important then:
ids_name = 261208
ids_info = 65996