; self shadowing light (other non-shadowing lights are way at the bottom of this file
[LightSS0]
#Self-Shadow Main light
Diffuse = 1,1,1
Ambient = .8,.8,.8
Direction = -65,0,0
[GolferMaterial]
Diffuse =1,1,1
Ambient = .80,.80,.95
Emissive= 0,0,0
; This value is added to all High and med tree lighting values on a per vertex basis
[TreeAmbient]
value=0
[Fog]
Enabled=1;
Start=100000 ;works only if particle fog is off
End=100500
; For particle system fog. DMK.1
gFogNumParticles=0 ;needs to be changed to update any fog parameters
;Golfer Bump mapping scale
[BumpMap]
Scale=3
[GlobalLightingValues]
; This value is multiplied into every diffuse in the entire scene except the skydome (terrain, pan, trees, golfer, ball, etc)
Diffuse=1,1,1,1
GolferShadow=.5
[ShadowMap]
HeightScale = .75
CenterUV=.5,.99
Rotation=0
; the higher the value the lighter the shadows
ClampValue=.5
; this value is tacked onto the name of the shadow map before the .dds. For example, 1.dds becomes 1a.dds. If this value is missing, then nothing is tacked on
ShadowId=97
; The terrain contrast function is a way of spreading out the lighting values with the following formula:
; ((Color - MidValue) * Scale) + Shift
;
; MidValue - is the value below which values become darker and above which values become lighter
; Scale - is the amount to spread out (or in) the values. The greater the number, the more spread out the lighting becomes. ; ; If this number is < 1, it has the effect of 'pulling in' the lighting range.
; Shift - Generally this value is the same as Midvalue unless you want to lighten or darken the entire range of lighting values.
;
[TerrainContrast]
MidValue=1.0
Shift=1.0
Scale=1.0
[TreeContrast]
MidValue=1.
Shift=1.
Scale=1.0
; These currently aren't working because the lensflare's position is relative to the course. Therefore work will need to be done to
; allow the position to be in some aribrary place that artists can set