; 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 = .2,.2,.2
Direction = -35,0,0 ;
[GolferMaterial]
Diffuse =1,1,1
Ambient = .7,.7,.8
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=100 ;works only if particle fog is off
End=20000
Color=0.65,0.65,0.65,1.0
; For particle system fog. DMK.1
gFogNumParticles=35 ;needs to be changed to update any fog parameters
gFogWidth=3200.0 ;fog particle volume dimensions
gFogHeight=900.0
gFogDepth=3200.0
gFogClipRadius=1600.0 ;distance at which particles dies
gFogFadeRadius=1400.0 ;start of fade in distance
gFogFreeRadius=500.0 ;particles fully faded in
gFogVoidRadius=200.0 ;where fog particles start from camera / start fade in
gFogMinParticleRadius=600.0 ;define fog particle size
gFogMaxParticleRadius=1000.0
gFogMinParticleAlpha=0.5
gFogMaxParticleAlpha=0.7
gFogMinParticleIllumination=0.8,0.8,0.8,1.0
gFogMaxParticleIllumination=0.95,0.95,0.95,1.0
gFogUnitMass=0.68
gFogFogFloor=1000.0
gFogScreenAligned=0
gFogUseDistanceFog=1
gFogNearFogPlane=100.0
gFogFarFogPlane=20000.0
gFogLineTolerance=0.56
;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=.6
[ShadowMap]
HeightScale = 1.5
CenterUV=.5,.99
Rotation=0
; the higher the value the lighter the shadows
ClampValue=.2
; 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
Scale=1
[TreeContrast]
MidValue=1.
Shift=1
Scale=1
; 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