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	<title>FreeSpace Wiki - User contributions [en]</title>
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	<updated>2026-04-17T15:41:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.net/index.php?title=BSP_data_structure&amp;diff=63725</id>
		<title>BSP data structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=BSP_data_structure&amp;diff=63725"/>
		<updated>2022-04-16T18:07:13Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This info is copied from the Descent Developer's Network [http://web.archive.org/web/20010906053232/descent-freespace.com/ddn/specs/idta/ bsp_data] page.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The BSP data in FreeSpace in similar to the Descent 1-3 BSP data (also called IDTA). In FreeSpace, the BSP data is located in the POF files.&lt;br /&gt;
&lt;br /&gt;
This document was written by John Slagel from Volition Inc., with revisions and bugfixing from Garry Knudson and Francis &amp;quot;Pastel&amp;quot; Avila.&lt;br /&gt;
&lt;br /&gt;
==3D model data==&lt;br /&gt;
The first byte defines the block now following (0-5, see below). After a block the following byte defines the data of the next block, etc.&lt;br /&gt;
[[Media:Bsp_chunk.png]]&lt;br /&gt;
&lt;br /&gt;
0 - EOF - Means end of tree reached&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;+ 0 int id = 0&lt;br /&gt;
+ 4 int size&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
** Note: EOF chunk lacks the size int after the ID, it should be considered as size 4 due to the rule of other chunks.&lt;br /&gt;
&lt;br /&gt;
1 - DEFPOINTS - Defines the vertices&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;+ 0 int id = 1&lt;br /&gt;
+ 4 int size&lt;br /&gt;
+ 8 int n_verts&lt;br /&gt;
+12 int n_norms&lt;br /&gt;
+16 int offset // from start of chunk to vertex data&lt;br /&gt;
+20 n_verts*char norm_counts&lt;br /&gt;
+offset vertex_data // Each vertex n is a point followed by norm_counts[n] normals.&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
** Note: DEFPOINTS is the only type of chunk on bsp_data that could be unaligned. The offset to vertex data must be divisible by 4. This is a mayor cause of bus errors on ARM arch.&lt;br /&gt;
2 - FLATPOLY - Flat (non-textured) polygon&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;+ 0 int id = 2&lt;br /&gt;
+ 4 int size &lt;br /&gt;
+ 8 vector normal&lt;br /&gt;
+20 vector center&lt;br /&gt;
+32 float radius&lt;br /&gt;
+36 int nverts&lt;br /&gt;
+40 byte red&lt;br /&gt;
+41 byte green&lt;br /&gt;
+42 byte blue&lt;br /&gt;
+43 byte pad&lt;br /&gt;
for each vertex, i {&lt;br /&gt;
 short vertnum[i]&lt;br /&gt;
 short normnum[i]&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
3 - TMAPPOLY - Textured polygons&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;+ 0 int id = 3&lt;br /&gt;
+ 4 int size&lt;br /&gt;
+ 8 vector normal&lt;br /&gt;
+20 vector center&lt;br /&gt;
+32 float radius&lt;br /&gt;
+36 int nverts&lt;br /&gt;
+40 int tmap_num&lt;br /&gt;
for each vertex, i {&lt;br /&gt;
 ushort vertnum[i]&lt;br /&gt;
 ushort normnum[i]&lt;br /&gt;
 float u[i]&lt;br /&gt;
 float v[i]&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
4 - SORTNORM - Sortnorms are planes that split the model recursively&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;+ 0 int id = 4&lt;br /&gt;
+ 4 int size&lt;br /&gt;
+ 8 vector plane_normal&lt;br /&gt;
+20 vector plane_point&lt;br /&gt;
+32 int reserved // set to 0&lt;br /&gt;
+36 int front_offset // Only recurse into this if non-zero.&lt;br /&gt;
+40 int back_offset // Only recurse into this if non-zero.&lt;br /&gt;
+44 int prelist_offset // Only recurse into this if non-zero.&lt;br /&gt;
+48 int postlist_offset // Only recurse into this if non-zero.&lt;br /&gt;
+52 int online_offset // Only recurse into this if non-zero.&lt;br /&gt;
+56 vector min_bounding_box_point // of all polys under here&lt;br /&gt;
+68 vector max_bounding_box_point // of all polys under here&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
5 - BOUNDBOX - Bounding boxes are used to speed up lighting and collision calculations.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;+ 0 int id = 5&lt;br /&gt;
+ 4 int size&lt;br /&gt;
+ 8 vector min_point&lt;br /&gt;
+20 vector max_point&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
6 - TMAP2POLY - Textured polygons with increased vertex limit&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;+ 0 int id = 3&lt;br /&gt;
+ 4 int size&lt;br /&gt;
+ 8 vector normal&lt;br /&gt;
+20 uint nverts&lt;br /&gt;
+24 int tmap_num&lt;br /&gt;
+28 for each vertex, i {&lt;br /&gt;
 uint vertnum[i]&lt;br /&gt;
 uint normnum[i]&lt;br /&gt;
 float u[i]&lt;br /&gt;
 float v[i]&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
** Note: TMAP2POLY increases the vertex and normal limit for subobjects, which is the main distinction from TMAPPOLY.&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Engine_limitations&amp;diff=61790</id>
		<title>Engine limitations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Engine_limitations&amp;diff=61790"/>
		<updated>2020-08-31T16:25:59Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: /* Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum numbers of certain types of entities that can exist in the FS2_Open engine. Please note that 'Inferno' refers to INF builds, which are standard from 3.6.12 on.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
The overall limits of the various subsystem managers.&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505;&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Textures&lt;br /&gt;
| 4750 {{Table382|Mod-defined}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sound tracks&lt;br /&gt;
| 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sounds &lt;br /&gt;
| No Limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
The maximum types of an entity that can exist in the table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| colspan=4 style=&amp;quot;background:#300505;&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Standard'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Inferno'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''3.7.4'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''20.2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ships.tbl|Ship Classes]]&lt;br /&gt;
| 130&lt;br /&gt;
| 250&lt;br /&gt;
| colspan=2| 500&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Weapons.tbl|Weapon Classes]]&lt;br /&gt;
| 200&lt;br /&gt;
| colspan=2| 300&lt;br /&gt;
| 500&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beam Sections&lt;br /&gt;
| colspan=4| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Pspews Per Weapon&lt;br /&gt;
| colspan=4| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Objecttypes.tbl|Object Types]]&lt;br /&gt;
| colspan=4| 16&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Iff_defs.tbl|IFFs]]&lt;br /&gt;
| colspan=4|10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ai_profiles.tbl|AI Profiles]]&lt;br /&gt;
| colspan=4| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Hud_gauges.tbl|Hud Gauges]]&lt;br /&gt;
| colspan=4| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Species.tbl|Intelligence Entries]]&lt;br /&gt;
| colspan=4| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Intelligence Entry Length&lt;br /&gt;
| colspan=4| 5,120 Characters per Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Debriefing&lt;br /&gt;
| colspan=4| 2,000 Characters per Stage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please Note - Prior to r11156, there was a hardcoded limit of 32 [[Modular Tables|‎ .tbm files]] of any given type that the game would recognize.&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
The maximum number of objects that can exist in a mission at any given time (except for ships and waypoints, which apply to the whole mission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Objects&lt;br /&gt;
| 2000 {{Table3615|3500}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships&lt;br /&gt;
| 400&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Weapons&lt;br /&gt;
| 700 {{Table3615|2000}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beams&lt;br /&gt;
| 500&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoints Per Path&lt;br /&gt;
| 20 {{Table3613|Limit Removed}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoint Paths&lt;br /&gt;
| 32 {{Table3613|Limit Removed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
The maximum number wings or ships in a wing that can exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wings&lt;br /&gt;
| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships per Wing&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Starting Wings&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Squadron Wings&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Teams&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings per Team&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
The maximum number of models that can exist at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Standard'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Inferno'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Polygon Models&lt;br /&gt;
| 128&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The maximum number of a certain entity that can exist within a model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Textures&lt;br /&gt;
| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Primary Banks&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Secondary Banks&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Firing Points Per-Bank&lt;br /&gt;
| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Debris Chunks&lt;br /&gt;
| 32&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Live Debris Chunks Per-Subsystem&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sub-Weapon Types==&lt;br /&gt;
&lt;br /&gt;
The maximums for the sub types of weapons.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Type'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Max Instances'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Corkscrew Missiles&lt;br /&gt;
| 200&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Swarm Missiles&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Weapons.tbl&amp;diff=61408</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Weapons.tbl&amp;diff=61408"/>
		<updated>2020-07-27T04:42:15Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: /* +Ship Types: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2017-08-25|2039815}}&lt;br /&gt;
&lt;br /&gt;
The '''weapons.tbl''' defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;beam&amp;quot;''' flag&lt;br /&gt;
*'''[[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;flak&amp;quot;''' flag&lt;br /&gt;
*'''&amp;quot;particle spew&amp;quot;''' flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A '''.pof''' model must be defined ( usually '''Hornet.pof''' )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''End''' before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Primary Weapons'''&lt;br /&gt;
***Defines all '''standard primaries weapons''' as well as '''beam cannons''' and '''flak cannons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Secondary Weapons'''&lt;br /&gt;
***Defines all '''secondary weapons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Beam Weapons'''&lt;br /&gt;
***I haven't got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''[[Weapons.tbl#Countermeasures|Countermeasures]]'''&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**'''$Player Weapon Precedence'''&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it's going to be used by the player, keep it under 12 characters so it doesn't spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: '''#''' and '''@'''. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon 's subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren't based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''Standard Issue&lt;br /&gt;
''Level 3 Hull Damage&lt;br /&gt;
''Level 2 Shield Damage''&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: '''''String''''', animation filename&lt;br /&gt;
**Example: ''Tech_Subach_HL-7''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''The Subach-Innes HL-7...''&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera's zoomed in, defines camera's FOV.&lt;br /&gt;
*Syntax: '''''Float''''', radians}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: '''''String''''', either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from '''''@Laser Bitmap:''''' and ending to '''''@Laser Tail Radius:''''' are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is 'none'.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: '''''String.pof''''' or ''none'', model filename&lt;br /&gt;
**Example: ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: ''(0, 80, 300, 900)''}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It's no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player's camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is 'multiplied' by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect's lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect's lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect's lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie ''$Mass: 3'' and ''$Velocity: 200'' has much weaker kinetic effect than ''$Mass: 3'' and ''$Velocity: 1000''. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, '''''$Velocity x $Lifetime = range'''''.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn't apply to 3.6.14+)&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. '''''Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.'''''&lt;br /&gt;
*Syntax: '''''Float''''', seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: '''''Float''''', damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
'''REQUIRES:''' [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String''''', name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships' weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: '''''Float''''', range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target's predicted position. This parameter can be used to adjust the size of this cones' base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: '''''Float''''', radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.&lt;br /&gt;
*Syntax: '''''Float''''', penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated.&lt;br /&gt;
*Syntax: '''''Angle''''', three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at '''Arm time''' and '''Arm distance''' are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*'''''+Shockwave damage:'''''&lt;br /&gt;
*'''''+Shockwave damage type:'''''&lt;br /&gt;
*'''''+Blast Force:'''''&lt;br /&gt;
*'''''+Inner Radius:'''''&lt;br /&gt;
*'''''+Outer Radius:'''''&lt;br /&gt;
*'''''+Shockwave Speed:'''''&lt;br /&gt;
*'''''+Shockwave Rotation:'''''&lt;br /&gt;
*'''''+Shockwave Model:'''''&lt;br /&gt;
*'''''+Shockwave Name:'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
'''This option is exclusive to secondaries.'''&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
*The bolts of primaries will turn to face their target if this option is set to YES... but is otherwise the same as a normal bolt ( when the option is set to NO ).&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
&lt;br /&gt;
===='''+Type:'''====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: '''''String''''', ''ASPECT'' or ''HEAT''&lt;br /&gt;
{{Table3610| An additional option, ''JAVELIN'', has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Turn Time:'''====&lt;br /&gt;
Determines how well the missile maneuvers. Is defined as the number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+View Cone:'''====&lt;br /&gt;
'''Heat-seeking missiles only'''&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon's viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile's centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: '''''Float''''', degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Min Lock Time:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===='''+Lock Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Penalty:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: '''''Integer''''', pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Seeker Strength:'''====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as '''[[#$Countermeasure:|cm type effectiveness]]'''/'''seeker strength''' (missile must be within the countermeasures '''[[#$Countermeasure:|+Effective Radius:]]'''&lt;br /&gt;
*Syntax: '''''Float''''', seeker strength}}&lt;br /&gt;
&lt;br /&gt;
===='''+Target Lead Scaler:'''====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: '''''Float''''', default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Independent Seekers:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Trigger Hold:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Reset On Launch:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Max Seekers Per Target:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: '''''Integer''''', number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Max Active Seekers:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: '''''Integer''''', number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Ship Types:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that a seeker can target. If none are defined, then all ship types can be targeted.&lt;br /&gt;
*Syntax: '''(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)''', shiptypes.}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it's a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for 'burst fire weapons'. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile's ability to hit its target. Especially when fired off-bore.&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+SwarmWait:'''&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
***Max: 0.5 (Resets to default if set over 0.5)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon's velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship's velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: '''''Float''''', percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO currently parses but doesn't use the value, and prints a warning in the log saying that the value will not be used.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: '''''Integer''''', Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when this weapon tracks a target.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when this weapon has locked onto its target.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the missile is currently flying.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Inflight sound type'''&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***''''''TARGETED'''''': The sound is played when the missile tracks a target&lt;br /&gt;
***''''''UNTARGETED'''''': The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***''''''ALWAYS'''''': The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: '''''Float''''', How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: '''''Integer''''', how many bullets or missiles are loaded.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.  This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by '''+override''' option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all '''homing'''-related flags as well as '''swarm''', '''variable lead''', '''trail''', '''TAG''', and '''transparent''' settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: '''''+override'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*'''+Start Width:'''&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+End Width:'''&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Start Alpha:'''&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+End Alpha:'''&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+Max Life:'''&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Bitmap:'''&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+Faded Out Sections:'''&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: '''''Integer''''', number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Impact Explosion'' and ''$Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: '''''Float''''', meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: '''''Float''''', meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Dinky Impact Explosion'' and ''$Dinky Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: '''''String''''', muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*'''+Num Fired:'''&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: '''''Integer''''', number of missiles&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Fire Delay:'''&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Counter rotate:'''&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: '''''Boolean''''', ''0'' or ''1'', no or yes&lt;br /&gt;
*'''+Twist:'''&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: '''''Float''''', radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. '''+New Style:''' and '''+Old Style:''' options are mutually exclusive.&lt;br /&gt;
*'''+New Style:'''&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*'''+Old Style:'''&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*'''+Area Of Effect'''&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon's blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn't necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Intensity:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. '''''Has been deprecated'''''.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Lifetime:'''&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Engine Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Weapon Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Turret Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Sensors Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Randomness Time:'''&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the ''Old Style'' mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. ''Value'' gives the angle from the missile's centerline.  The maximum possible angle between any two child weapons would be ''Value*2''.&lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: '''''Float''''', degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table201|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. ''Value'' gives the angle from the missile's centerline. &lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: '''''Float''''', degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be '''''aspect seeking missile''''' and must have '''''[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]''''' flag.&lt;br /&gt;
*'''+Warpout Delay:'''&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warpin Delay:'''&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Stage 5 Velocity:'''&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: '''''Float''''', meters per second&lt;br /&gt;
*'''+Warpin Radius:'''&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Lock Range:'''&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as '''cm type effectiveness'''/'''[[#+Seeker Strength:|seeker strength]]''' (missile must be within the countermeasures '''+Effective Radius:''').&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after '''any countermeasure''' is created in the mission. No, this doesn't seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using '''[[#+Pulse Interval:|pulse interval]]'''.}}&lt;br /&gt;
*'''Provisional'''; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
===='''+Heat Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Aspect Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Effective Radius:'''====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see '''+Single Missile Kill:''')&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within '''+Missile Detonation Radius:'''&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: '''''Float''''', milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn't pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: '''''Integer''''',, only values from 0 to 4 are legal&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Warmup:'''&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warmdown:'''&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PCount:'''&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+PRadius:'''&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PAngle:'''&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: '''''Float''''', angle of the cone&lt;br /&gt;
*'''+PAni:'''&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Miss Factor:'''&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: '''''Miss Factor''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''IFF specific miss factors'''&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: '''''+&amp;lt;IFF&amp;gt; Miss Factor:''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*'''+BeamSound:'''&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmupSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmdownSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Muzzleglow:'''&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*'''+Directional Glow:'''&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: '''''Float''''', length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
*'''+Shots:'''&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+ShrinkFactor:'''&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+ShrinkPct:'''&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Range:'''&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Attenuation:'''&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: '''''Float''''', from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+BeamWidth:'''&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
{{Table38|&lt;br /&gt;
*'''+Beam Flash Particle Effect:'''&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: '''''String''''', particle effect name&lt;br /&gt;
**If this is specified then '''+Beam Flash Effect''' and '''+Beam Flash Radius''' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*'''+Beam Flash Effect:'''&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Flash Radius:'''&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect:'''&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Piercing Radius:'''&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Splash Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Variance:'''&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
*'''$Section:'''&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Index:'''&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: '''''Integer''''', index number legal values are from 0 to 5&lt;br /&gt;
:*'''+remove'''&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*'''+nocreate'''&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*'''+Width:'''&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: '''''Float''''', meters&lt;br /&gt;
:*'''+Texture:'''&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: '''''String''''', filename&lt;br /&gt;
:*'''+RGBA Inner:'''&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*'''+RGBA Outer:'''&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*'''+Flicker:'''&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: '''''Float''''', value from 0 to 1&lt;br /&gt;
:*'''+Zadd:'''&lt;br /&gt;
:**Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: '''''Float'''''&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Tile Factor:'''&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: '''''Float''''', '''''Integer'''''&lt;br /&gt;
:*'''+Translation:'''&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Index:'''&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Remove'''&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: '''''String'', Default, Helix, Sparkler, Ring, or Plume '''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Count:'''&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Time:'''&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Vel:'''&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Scale:'''&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Z Scale:'''&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Rotation Rate:'''&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: '''''Float'', may be negative, useful for setting up 2 spews that spin in opposite directions'''&lt;br /&gt;
*'''+Offset:'''&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
*'''+Initial Velocity:'''&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively&lt;br /&gt;
*'''Note''': TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: '''''Float''''', degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: ''''''Float'''''', rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn't firing.&lt;br /&gt;
*Syntax: ''''''Float'''''', rate&lt;br /&gt;
*This is required if '''+FOF Spread Rate:''' is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: ''''''Float'''''', degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if '''+FOF Spread Rate:''' is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*'''+texture:'''&lt;br /&gt;
**Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures)&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+backface texture:'''&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+radius:'''&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+burn time:'''&lt;br /&gt;
**Defines the time the '''''-burn''''' texture appears on the target&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  '''''String''''', this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Syntax: '''''Float''''', Radius of the impact decal; default is 1.0&lt;br /&gt;
*'''+Lifetime:'''&lt;br /&gt;
**Syntax: Either '''''Eternal''''' or '''''Float''''', lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for 'alpha animations'&lt;br /&gt;
*'''+Alpha:'''&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Min:'''&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Cycle:'''&lt;br /&gt;
**Defines the change in alpha per frame, between '''Alpha''' and '''Alpha Min''' values&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with '''&amp;quot;bomb&amp;quot;''' flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( '''$Burst Delay:''' ) delay than usually&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( '''''String''''' '''''String''''' ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***'''&amp;quot;fast firing&amp;quot;''', acts as if '''same turret cooldown''' flag would be used between the shots in the burst.&lt;br /&gt;
***'''&amp;quot;random length&amp;quot;''', makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster's glow type effect&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. '''$Substitute:''' can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither ''+period'' or ''+index'' is specified, it is assumed to be equivalent to ''+index: '''0'''''.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Weapon Name'''''&lt;br /&gt;
*'''Swarm missiles act in a strange way when used with $Substitute, use at your own risk.'''}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute '''Weapon Name''' every ''period'' shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the '''Weapon Name''' at firepoint ''index'' in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint ''index'' will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.'''&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn ''Name'',''Value''&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single 'carrier' weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn ''Name'',''Value''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''EXTREMELY IMPORTANT NOTE:'''&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, '''USE THIS FLAG'''.&lt;br /&gt;
**Not using it can cause problems within fs_open and it's a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it's still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target's energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you're firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned 'child' weapons to use parent weapon's target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is '''not''' affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
'''Only valid for countermeasures!'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
'''If you use a TBM to give this flag to an existing weapon, you'll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.&lt;br /&gt;
'''Do not use this with MVPs or retail ships unless you increase their density to 10 or use either $Recoil Modifier: in weapons.tbl or $Ship Recoil Modifier in ships.tbl. This is to avoid exaggerated effects due to retail models having manually defined masses.'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don't spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table201|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: '''''String''''', name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: '''''Float''''', meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure's life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*'''$Lifetime Min:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''$Lifetime Max:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;'''''), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Weapons.tbl&amp;diff=61407</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Weapons.tbl&amp;diff=61407"/>
		<updated>2020-07-27T04:31:29Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: /* $Homing: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2017-08-25|2039815}}&lt;br /&gt;
&lt;br /&gt;
The '''weapons.tbl''' defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;beam&amp;quot;''' flag&lt;br /&gt;
*'''[[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;flak&amp;quot;''' flag&lt;br /&gt;
*'''&amp;quot;particle spew&amp;quot;''' flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A '''.pof''' model must be defined ( usually '''Hornet.pof''' )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''End''' before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Primary Weapons'''&lt;br /&gt;
***Defines all '''standard primaries weapons''' as well as '''beam cannons''' and '''flak cannons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Secondary Weapons'''&lt;br /&gt;
***Defines all '''secondary weapons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Beam Weapons'''&lt;br /&gt;
***I haven't got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''[[Weapons.tbl#Countermeasures|Countermeasures]]'''&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**'''$Player Weapon Precedence'''&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it's going to be used by the player, keep it under 12 characters so it doesn't spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: '''#''' and '''@'''. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon 's subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren't based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''Standard Issue&lt;br /&gt;
''Level 3 Hull Damage&lt;br /&gt;
''Level 2 Shield Damage''&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: '''''String''''', animation filename&lt;br /&gt;
**Example: ''Tech_Subach_HL-7''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''The Subach-Innes HL-7...''&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera's zoomed in, defines camera's FOV.&lt;br /&gt;
*Syntax: '''''Float''''', radians}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: '''''String''''', either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from '''''@Laser Bitmap:''''' and ending to '''''@Laser Tail Radius:''''' are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is 'none'.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: '''''String.pof''''' or ''none'', model filename&lt;br /&gt;
**Example: ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: ''(0, 80, 300, 900)''}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It's no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player's camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is 'multiplied' by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect's lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect's lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect's lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie ''$Mass: 3'' and ''$Velocity: 200'' has much weaker kinetic effect than ''$Mass: 3'' and ''$Velocity: 1000''. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, '''''$Velocity x $Lifetime = range'''''.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn't apply to 3.6.14+)&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. '''''Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.'''''&lt;br /&gt;
*Syntax: '''''Float''''', seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: '''''Float''''', damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
'''REQUIRES:''' [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String''''', name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships' weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: '''''Float''''', range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target's predicted position. This parameter can be used to adjust the size of this cones' base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: '''''Float''''', radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.&lt;br /&gt;
*Syntax: '''''Float''''', penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated.&lt;br /&gt;
*Syntax: '''''Angle''''', three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at '''Arm time''' and '''Arm distance''' are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*'''''+Shockwave damage:'''''&lt;br /&gt;
*'''''+Shockwave damage type:'''''&lt;br /&gt;
*'''''+Blast Force:'''''&lt;br /&gt;
*'''''+Inner Radius:'''''&lt;br /&gt;
*'''''+Outer Radius:'''''&lt;br /&gt;
*'''''+Shockwave Speed:'''''&lt;br /&gt;
*'''''+Shockwave Rotation:'''''&lt;br /&gt;
*'''''+Shockwave Model:'''''&lt;br /&gt;
*'''''+Shockwave Name:'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
'''This option is exclusive to secondaries.'''&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
*The bolts of primaries will turn to face their target if this option is set to YES... but is otherwise the same as a normal bolt ( when the option is set to NO ).&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
&lt;br /&gt;
===='''+Type:'''====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: '''''String''''', ''ASPECT'' or ''HEAT''&lt;br /&gt;
{{Table3610| An additional option, ''JAVELIN'', has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Turn Time:'''====&lt;br /&gt;
Determines how well the missile maneuvers. Is defined as the number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+View Cone:'''====&lt;br /&gt;
'''Heat-seeking missiles only'''&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon's viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile's centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: '''''Float''''', degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Min Lock Time:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===='''+Lock Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Penalty:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: '''''Integer''''', pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Seeker Strength:'''====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as '''[[#$Countermeasure:|cm type effectiveness]]'''/'''seeker strength''' (missile must be within the countermeasures '''[[#$Countermeasure:|+Effective Radius:]]'''&lt;br /&gt;
*Syntax: '''''Float''''', seeker strength}}&lt;br /&gt;
&lt;br /&gt;
===='''+Target Lead Scaler:'''====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: '''''Float''''', default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Independent Seekers:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Trigger Hold:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Reset On Launch:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Max Seekers Per Target:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: '''''Integer''''', number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Max Active Seekers:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: '''''Integer''''', number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Ship Types:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: '''(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)''', shiptypes.}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it's a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for 'burst fire weapons'. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile's ability to hit its target. Especially when fired off-bore.&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+SwarmWait:'''&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
***Max: 0.5 (Resets to default if set over 0.5)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon's velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship's velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: '''''Float''''', percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO currently parses but doesn't use the value, and prints a warning in the log saying that the value will not be used.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: '''''Integer''''', Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when this weapon tracks a target.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when this weapon has locked onto its target.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the missile is currently flying.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Inflight sound type'''&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***''''''TARGETED'''''': The sound is played when the missile tracks a target&lt;br /&gt;
***''''''UNTARGETED'''''': The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***''''''ALWAYS'''''': The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: '''''Float''''', How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: '''''Integer''''', how many bullets or missiles are loaded.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.  This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by '''+override''' option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all '''homing'''-related flags as well as '''swarm''', '''variable lead''', '''trail''', '''TAG''', and '''transparent''' settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: '''''+override'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*'''+Start Width:'''&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+End Width:'''&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Start Alpha:'''&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+End Alpha:'''&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+Max Life:'''&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Bitmap:'''&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+Faded Out Sections:'''&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: '''''Integer''''', number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Impact Explosion'' and ''$Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: '''''Float''''', meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: '''''Float''''', meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Dinky Impact Explosion'' and ''$Dinky Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: '''''String''''', muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*'''+Num Fired:'''&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: '''''Integer''''', number of missiles&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Fire Delay:'''&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Counter rotate:'''&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: '''''Boolean''''', ''0'' or ''1'', no or yes&lt;br /&gt;
*'''+Twist:'''&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: '''''Float''''', radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. '''+New Style:''' and '''+Old Style:''' options are mutually exclusive.&lt;br /&gt;
*'''+New Style:'''&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*'''+Old Style:'''&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*'''+Area Of Effect'''&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon's blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn't necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Intensity:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. '''''Has been deprecated'''''.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Lifetime:'''&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Engine Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Weapon Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Turret Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Sensors Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Randomness Time:'''&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the ''Old Style'' mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. ''Value'' gives the angle from the missile's centerline.  The maximum possible angle between any two child weapons would be ''Value*2''.&lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: '''''Float''''', degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table201|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. ''Value'' gives the angle from the missile's centerline. &lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: '''''Float''''', degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be '''''aspect seeking missile''''' and must have '''''[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]''''' flag.&lt;br /&gt;
*'''+Warpout Delay:'''&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warpin Delay:'''&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Stage 5 Velocity:'''&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: '''''Float''''', meters per second&lt;br /&gt;
*'''+Warpin Radius:'''&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Lock Range:'''&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as '''cm type effectiveness'''/'''[[#+Seeker Strength:|seeker strength]]''' (missile must be within the countermeasures '''+Effective Radius:''').&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after '''any countermeasure''' is created in the mission. No, this doesn't seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using '''[[#+Pulse Interval:|pulse interval]]'''.}}&lt;br /&gt;
*'''Provisional'''; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
===='''+Heat Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Aspect Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Effective Radius:'''====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see '''+Single Missile Kill:''')&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within '''+Missile Detonation Radius:'''&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: '''''Float''''', milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn't pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: '''''Integer''''',, only values from 0 to 4 are legal&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Warmup:'''&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warmdown:'''&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PCount:'''&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+PRadius:'''&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PAngle:'''&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: '''''Float''''', angle of the cone&lt;br /&gt;
*'''+PAni:'''&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Miss Factor:'''&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: '''''Miss Factor''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''IFF specific miss factors'''&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: '''''+&amp;lt;IFF&amp;gt; Miss Factor:''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*'''+BeamSound:'''&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmupSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmdownSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Muzzleglow:'''&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*'''+Directional Glow:'''&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: '''''Float''''', length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
*'''+Shots:'''&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+ShrinkFactor:'''&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+ShrinkPct:'''&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Range:'''&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Attenuation:'''&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: '''''Float''''', from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+BeamWidth:'''&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
{{Table38|&lt;br /&gt;
*'''+Beam Flash Particle Effect:'''&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: '''''String''''', particle effect name&lt;br /&gt;
**If this is specified then '''+Beam Flash Effect''' and '''+Beam Flash Radius''' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*'''+Beam Flash Effect:'''&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Flash Radius:'''&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect:'''&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Piercing Radius:'''&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Splash Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Variance:'''&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
*'''$Section:'''&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Index:'''&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: '''''Integer''''', index number legal values are from 0 to 5&lt;br /&gt;
:*'''+remove'''&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*'''+nocreate'''&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*'''+Width:'''&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: '''''Float''''', meters&lt;br /&gt;
:*'''+Texture:'''&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: '''''String''''', filename&lt;br /&gt;
:*'''+RGBA Inner:'''&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*'''+RGBA Outer:'''&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*'''+Flicker:'''&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: '''''Float''''', value from 0 to 1&lt;br /&gt;
:*'''+Zadd:'''&lt;br /&gt;
:**Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: '''''Float'''''&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Tile Factor:'''&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: '''''Float''''', '''''Integer'''''&lt;br /&gt;
:*'''+Translation:'''&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Index:'''&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Remove'''&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: '''''String'', Default, Helix, Sparkler, Ring, or Plume '''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Count:'''&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Time:'''&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Vel:'''&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Scale:'''&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Z Scale:'''&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Rotation Rate:'''&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: '''''Float'', may be negative, useful for setting up 2 spews that spin in opposite directions'''&lt;br /&gt;
*'''+Offset:'''&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
*'''+Initial Velocity:'''&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively&lt;br /&gt;
*'''Note''': TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: '''''Float''''', degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: ''''''Float'''''', rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn't firing.&lt;br /&gt;
*Syntax: ''''''Float'''''', rate&lt;br /&gt;
*This is required if '''+FOF Spread Rate:''' is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: ''''''Float'''''', degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if '''+FOF Spread Rate:''' is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*'''+texture:'''&lt;br /&gt;
**Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures)&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+backface texture:'''&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+radius:'''&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+burn time:'''&lt;br /&gt;
**Defines the time the '''''-burn''''' texture appears on the target&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  '''''String''''', this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Syntax: '''''Float''''', Radius of the impact decal; default is 1.0&lt;br /&gt;
*'''+Lifetime:'''&lt;br /&gt;
**Syntax: Either '''''Eternal''''' or '''''Float''''', lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for 'alpha animations'&lt;br /&gt;
*'''+Alpha:'''&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Min:'''&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Cycle:'''&lt;br /&gt;
**Defines the change in alpha per frame, between '''Alpha''' and '''Alpha Min''' values&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with '''&amp;quot;bomb&amp;quot;''' flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( '''$Burst Delay:''' ) delay than usually&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( '''''String''''' '''''String''''' ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***'''&amp;quot;fast firing&amp;quot;''', acts as if '''same turret cooldown''' flag would be used between the shots in the burst.&lt;br /&gt;
***'''&amp;quot;random length&amp;quot;''', makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster's glow type effect&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. '''$Substitute:''' can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither ''+period'' or ''+index'' is specified, it is assumed to be equivalent to ''+index: '''0'''''.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Weapon Name'''''&lt;br /&gt;
*'''Swarm missiles act in a strange way when used with $Substitute, use at your own risk.'''}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute '''Weapon Name''' every ''period'' shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the '''Weapon Name''' at firepoint ''index'' in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint ''index'' will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.'''&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn ''Name'',''Value''&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single 'carrier' weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn ''Name'',''Value''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''EXTREMELY IMPORTANT NOTE:'''&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, '''USE THIS FLAG'''.&lt;br /&gt;
**Not using it can cause problems within fs_open and it's a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it's still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target's energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you're firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned 'child' weapons to use parent weapon's target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is '''not''' affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
'''Only valid for countermeasures!'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
'''If you use a TBM to give this flag to an existing weapon, you'll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.&lt;br /&gt;
'''Do not use this with MVPs or retail ships unless you increase their density to 10 or use either $Recoil Modifier: in weapons.tbl or $Ship Recoil Modifier in ships.tbl. This is to avoid exaggerated effects due to retail models having manually defined masses.'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don't spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table201|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: '''''String''''', name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: '''''Float''''', meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure's life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*'''$Lifetime Min:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''$Lifetime Max:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;'''''), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Template:Table210&amp;diff=61406</id>
		<title>Template:Table210</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Template:Table210&amp;diff=61406"/>
		<updated>2020-07-27T04:21:09Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #00b003; border: solid 1px #3dff41; padding: 0px 4px; font-size: -1; color: #abffc1&amp;quot;&amp;gt;'''&amp;lt;font color=#00ff7b&amp;gt;FS2 Open, 20.2&amp;lt;/font&amp;gt;:''' {{{1}}}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Template:Table210&amp;diff=61405</id>
		<title>Template:Table210</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Template:Table210&amp;diff=61405"/>
		<updated>2020-07-27T04:17:21Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: Created page with &amp;quot;&amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #00b003; border: solid 1px #3dff41; padding: 0px 4px; font-size: -1; color: #00ff7b&amp;quot;&amp;gt;'''&amp;lt;font color=#abffc1&amp;gt;FS2 Open, 2...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #00b003; border: solid 1px #3dff41; padding: 0px 4px; font-size: -1; color: #00ff7b&amp;quot;&amp;gt;'''&amp;lt;font color=#abffc1&amp;gt;FS2 Open, 20.2&amp;lt;/font&amp;gt;:''' {{{1}}}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Weapons.tbl&amp;diff=61404</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Weapons.tbl&amp;diff=61404"/>
		<updated>2020-07-27T04:13:31Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: /* $Homing: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2017-08-25|2039815}}&lt;br /&gt;
&lt;br /&gt;
The '''weapons.tbl''' defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;beam&amp;quot;''' flag&lt;br /&gt;
*'''[[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;flak&amp;quot;''' flag&lt;br /&gt;
*'''&amp;quot;particle spew&amp;quot;''' flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A '''.pof''' model must be defined ( usually '''Hornet.pof''' )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''End''' before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Primary Weapons'''&lt;br /&gt;
***Defines all '''standard primaries weapons''' as well as '''beam cannons''' and '''flak cannons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Secondary Weapons'''&lt;br /&gt;
***Defines all '''secondary weapons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Beam Weapons'''&lt;br /&gt;
***I haven't got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''[[Weapons.tbl#Countermeasures|Countermeasures]]'''&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**'''$Player Weapon Precedence'''&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it's going to be used by the player, keep it under 12 characters so it doesn't spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: '''#''' and '''@'''. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon 's subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren't based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''Standard Issue&lt;br /&gt;
''Level 3 Hull Damage&lt;br /&gt;
''Level 2 Shield Damage''&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: '''''String''''', animation filename&lt;br /&gt;
**Example: ''Tech_Subach_HL-7''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''The Subach-Innes HL-7...''&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera's zoomed in, defines camera's FOV.&lt;br /&gt;
*Syntax: '''''Float''''', radians}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: '''''String''''', either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from '''''@Laser Bitmap:''''' and ending to '''''@Laser Tail Radius:''''' are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is 'none'.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: '''''String.pof''''' or ''none'', model filename&lt;br /&gt;
**Example: ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: ''(0, 80, 300, 900)''}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It's no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player's camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is 'multiplied' by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect's lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect's lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect's lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie ''$Mass: 3'' and ''$Velocity: 200'' has much weaker kinetic effect than ''$Mass: 3'' and ''$Velocity: 1000''. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, '''''$Velocity x $Lifetime = range'''''.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn't apply to 3.6.14+)&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. '''''Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.'''''&lt;br /&gt;
*Syntax: '''''Float''''', seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: '''''Float''''', damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
'''REQUIRES:''' [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String''''', name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships' weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: '''''Float''''', range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target's predicted position. This parameter can be used to adjust the size of this cones' base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: '''''Float''''', radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.&lt;br /&gt;
*Syntax: '''''Float''''', penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated.&lt;br /&gt;
*Syntax: '''''Angle''''', three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at '''Arm time''' and '''Arm distance''' are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*'''''+Shockwave damage:'''''&lt;br /&gt;
*'''''+Shockwave damage type:'''''&lt;br /&gt;
*'''''+Blast Force:'''''&lt;br /&gt;
*'''''+Inner Radius:'''''&lt;br /&gt;
*'''''+Outer Radius:'''''&lt;br /&gt;
*'''''+Shockwave Speed:'''''&lt;br /&gt;
*'''''+Shockwave Rotation:'''''&lt;br /&gt;
*'''''+Shockwave Model:'''''&lt;br /&gt;
*'''''+Shockwave Name:'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
'''This option is exclusive to secondaries.'''&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
*The bolts of primaries will turn to face their target if this option is set to YES... but is otherwise the same as a normal bolt ( when the option is set to NO ).&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
&lt;br /&gt;
===='''+Type:'''====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: '''''String''''', ''ASPECT'' or ''HEAT''&lt;br /&gt;
{{Table3610| An additional option, ''JAVELIN'', has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Turn Time:'''====&lt;br /&gt;
Determines how well the missile maneuvers. Is defined as the number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+View Cone:'''====&lt;br /&gt;
'''Heat-seeking missiles only'''&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon's viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile's centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: '''''Float''''', degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Min Lock Time:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===='''+Lock Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Penalty:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: '''''Integer''''', pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Seeker Strength:'''====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as '''[[#$Countermeasure:|cm type effectiveness]]'''/'''seeker strength''' (missile must be within the countermeasures '''[[#$Countermeasure:|+Effective Radius:]]'''&lt;br /&gt;
*Syntax: '''''Float''''', seeker strength}}&lt;br /&gt;
&lt;br /&gt;
===='''+Target Lead Scaler:'''====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: '''''Float''''', default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Independent Seekers:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it's a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for 'burst fire weapons'. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile's ability to hit its target. Especially when fired off-bore.&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+SwarmWait:'''&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
***Max: 0.5 (Resets to default if set over 0.5)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon's velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship's velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: '''''Float''''', percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO currently parses but doesn't use the value, and prints a warning in the log saying that the value will not be used.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: '''''Integer''''', Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when this weapon tracks a target.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when this weapon has locked onto its target.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the missile is currently flying.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Inflight sound type'''&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***''''''TARGETED'''''': The sound is played when the missile tracks a target&lt;br /&gt;
***''''''UNTARGETED'''''': The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***''''''ALWAYS'''''': The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: '''''Float''''', How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: '''''Integer''''', how many bullets or missiles are loaded.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.  This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by '''+override''' option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all '''homing'''-related flags as well as '''swarm''', '''variable lead''', '''trail''', '''TAG''', and '''transparent''' settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: '''''+override'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*'''+Start Width:'''&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+End Width:'''&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Start Alpha:'''&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+End Alpha:'''&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+Max Life:'''&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Bitmap:'''&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+Faded Out Sections:'''&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: '''''Integer''''', number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Impact Explosion'' and ''$Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: '''''Float''''', meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: '''''Float''''', meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Dinky Impact Explosion'' and ''$Dinky Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: '''''String''''', muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*'''+Num Fired:'''&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: '''''Integer''''', number of missiles&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Fire Delay:'''&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Counter rotate:'''&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: '''''Boolean''''', ''0'' or ''1'', no or yes&lt;br /&gt;
*'''+Twist:'''&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: '''''Float''''', radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. '''+New Style:''' and '''+Old Style:''' options are mutually exclusive.&lt;br /&gt;
*'''+New Style:'''&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*'''+Old Style:'''&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*'''+Area Of Effect'''&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon's blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn't necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Intensity:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. '''''Has been deprecated'''''.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Lifetime:'''&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Engine Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Weapon Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Turret Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Sensors Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Randomness Time:'''&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the ''Old Style'' mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. ''Value'' gives the angle from the missile's centerline.  The maximum possible angle between any two child weapons would be ''Value*2''.&lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: '''''Float''''', degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table201|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. ''Value'' gives the angle from the missile's centerline. &lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: '''''Float''''', degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be '''''aspect seeking missile''''' and must have '''''[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]''''' flag.&lt;br /&gt;
*'''+Warpout Delay:'''&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warpin Delay:'''&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Stage 5 Velocity:'''&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: '''''Float''''', meters per second&lt;br /&gt;
*'''+Warpin Radius:'''&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Lock Range:'''&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as '''cm type effectiveness'''/'''[[#+Seeker Strength:|seeker strength]]''' (missile must be within the countermeasures '''+Effective Radius:''').&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after '''any countermeasure''' is created in the mission. No, this doesn't seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using '''[[#+Pulse Interval:|pulse interval]]'''.}}&lt;br /&gt;
*'''Provisional'''; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
===='''+Heat Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Aspect Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Effective Radius:'''====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see '''+Single Missile Kill:''')&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within '''+Missile Detonation Radius:'''&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: '''''Float''''', milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn't pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: '''''Integer''''',, only values from 0 to 4 are legal&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Warmup:'''&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warmdown:'''&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PCount:'''&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+PRadius:'''&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PAngle:'''&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: '''''Float''''', angle of the cone&lt;br /&gt;
*'''+PAni:'''&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Miss Factor:'''&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: '''''Miss Factor''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''IFF specific miss factors'''&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: '''''+&amp;lt;IFF&amp;gt; Miss Factor:''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*'''+BeamSound:'''&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmupSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmdownSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Muzzleglow:'''&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*'''+Directional Glow:'''&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: '''''Float''''', length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
*'''+Shots:'''&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+ShrinkFactor:'''&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+ShrinkPct:'''&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Range:'''&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Attenuation:'''&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: '''''Float''''', from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+BeamWidth:'''&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
{{Table38|&lt;br /&gt;
*'''+Beam Flash Particle Effect:'''&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: '''''String''''', particle effect name&lt;br /&gt;
**If this is specified then '''+Beam Flash Effect''' and '''+Beam Flash Radius''' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*'''+Beam Flash Effect:'''&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Flash Radius:'''&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect:'''&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Piercing Radius:'''&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Splash Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Variance:'''&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
*'''$Section:'''&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Index:'''&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: '''''Integer''''', index number legal values are from 0 to 5&lt;br /&gt;
:*'''+remove'''&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*'''+nocreate'''&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*'''+Width:'''&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: '''''Float''''', meters&lt;br /&gt;
:*'''+Texture:'''&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: '''''String''''', filename&lt;br /&gt;
:*'''+RGBA Inner:'''&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*'''+RGBA Outer:'''&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*'''+Flicker:'''&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: '''''Float''''', value from 0 to 1&lt;br /&gt;
:*'''+Zadd:'''&lt;br /&gt;
:**Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: '''''Float'''''&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Tile Factor:'''&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: '''''Float''''', '''''Integer'''''&lt;br /&gt;
:*'''+Translation:'''&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Index:'''&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Remove'''&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: '''''String'', Default, Helix, Sparkler, Ring, or Plume '''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Count:'''&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Time:'''&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Vel:'''&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Scale:'''&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Z Scale:'''&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Rotation Rate:'''&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: '''''Float'', may be negative, useful for setting up 2 spews that spin in opposite directions'''&lt;br /&gt;
*'''+Offset:'''&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
*'''+Initial Velocity:'''&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively&lt;br /&gt;
*'''Note''': TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: '''''Float''''', degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: ''''''Float'''''', rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn't firing.&lt;br /&gt;
*Syntax: ''''''Float'''''', rate&lt;br /&gt;
*This is required if '''+FOF Spread Rate:''' is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: ''''''Float'''''', degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if '''+FOF Spread Rate:''' is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*'''+texture:'''&lt;br /&gt;
**Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures)&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+backface texture:'''&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+radius:'''&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+burn time:'''&lt;br /&gt;
**Defines the time the '''''-burn''''' texture appears on the target&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  '''''String''''', this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Syntax: '''''Float''''', Radius of the impact decal; default is 1.0&lt;br /&gt;
*'''+Lifetime:'''&lt;br /&gt;
**Syntax: Either '''''Eternal''''' or '''''Float''''', lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for 'alpha animations'&lt;br /&gt;
*'''+Alpha:'''&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Min:'''&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Cycle:'''&lt;br /&gt;
**Defines the change in alpha per frame, between '''Alpha''' and '''Alpha Min''' values&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with '''&amp;quot;bomb&amp;quot;''' flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( '''$Burst Delay:''' ) delay than usually&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( '''''String''''' '''''String''''' ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***'''&amp;quot;fast firing&amp;quot;''', acts as if '''same turret cooldown''' flag would be used between the shots in the burst.&lt;br /&gt;
***'''&amp;quot;random length&amp;quot;''', makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster's glow type effect&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. '''$Substitute:''' can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither ''+period'' or ''+index'' is specified, it is assumed to be equivalent to ''+index: '''0'''''.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Weapon Name'''''&lt;br /&gt;
*'''Swarm missiles act in a strange way when used with $Substitute, use at your own risk.'''}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute '''Weapon Name''' every ''period'' shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the '''Weapon Name''' at firepoint ''index'' in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint ''index'' will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.'''&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn ''Name'',''Value''&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single 'carrier' weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn ''Name'',''Value''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''EXTREMELY IMPORTANT NOTE:'''&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, '''USE THIS FLAG'''.&lt;br /&gt;
**Not using it can cause problems within fs_open and it's a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it's still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target's energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you're firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned 'child' weapons to use parent weapon's target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is '''not''' affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
'''Only valid for countermeasures!'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
'''If you use a TBM to give this flag to an existing weapon, you'll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.&lt;br /&gt;
'''Do not use this with MVPs or retail ships unless you increase their density to 10 or use either $Recoil Modifier: in weapons.tbl or $Ship Recoil Modifier in ships.tbl. This is to avoid exaggerated effects due to retail models having manually defined masses.'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don't spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table201|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: '''''String''''', name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: '''''Float''''', meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure's life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*'''$Lifetime Min:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''$Lifetime Max:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;'''''), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=58471</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=58471"/>
		<updated>2018-09-20T22:46:14Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2018-03-17|8b49ebf3}}&lt;br /&gt;
&lt;br /&gt;
Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-nospec====&lt;br /&gt;
{{Table37|&lt;br /&gt;
'''&amp;quot;Disable Specular&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables support for specular mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noglow====&lt;br /&gt;
{{Table37|&lt;br /&gt;
'''&amp;quot;Disable glow maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables support for glowmapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noenv====&lt;br /&gt;
{{Table37|&lt;br /&gt;
'''&amp;quot;Disable environment maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables support for environment mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-nonormal====&lt;br /&gt;
{{Table37|&lt;br /&gt;
'''&amp;quot;Disable normal maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables support for normal mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noheight====&lt;br /&gt;
{{Table37|&lt;br /&gt;
'''&amp;quot;Disable height maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables support for height mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
'''&amp;quot;Disable motion debris&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
'''&amp;quot;Enable Post Processing&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting its value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
'''&amp;quot;Enable soft particles&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Applies a blending factor to particles depending on their proximity to geometry&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
'''&amp;quot;Enable 3D Shockwaves&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
This only has any effect when both a 2D and 3D shockwave effect are present, otherwise the only available effect is used (2D shockwave is defined by effects/shockwave01.eff or .ani, and 3D shockwave by models/shockwave.pof)&lt;br /&gt;
&lt;br /&gt;
Note that 3D shockwaves are usually flat discs that FSO scales up. The animated 2D billboards used by 2D shockwaves with the addition of [[Command-Line Reference#-soft_particles|soft particles]], may look better when intersecting with models (which shockwaves often do). Use at your discretion.&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
'''&amp;quot;Enable FXAA antialiasing&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA postprocessing stage. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-nolightshafts====&lt;br /&gt;
'''&amp;quot;Disable lightshafts&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables Lightshafts even if a mission designer enables them via SEXP in a mission.  This was previously documented as -flightshaftsoff but appears to have been changed to -nolightshafts for consistency before -flightshaftsoff was ever used in a released build.&lt;br /&gt;
&lt;br /&gt;
====-enable_shadows====&lt;br /&gt;
{{table373|&lt;br /&gt;
'''&amp;quot;Enable shadows&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables shadows where supported by the OpenGL version provided by the user's GPU. -shadow_quality can be used to control the quality level.&lt;br /&gt;
{{note|Currently doesn't support shadows for cockpits and show ship.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-shadow_quality====&lt;br /&gt;
{{table373|&lt;br /&gt;
'''&amp;quot;Set shadows quality&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Valid ranges are 0 to 2 with 2 being the default. &lt;br /&gt;
&lt;br /&gt;
* 0 disables shadows (so there's no point in setting it!)&lt;br /&gt;
* 1 uses 512x512 shadow maps (lower quality)&lt;br /&gt;
* 2 uses 1024x1024 shadow maps (higher quality)&lt;br /&gt;
&lt;br /&gt;
Currently this requires -enable_shadows to be set, or it has no effect.&lt;br /&gt;
}}&lt;br /&gt;
{{table38|No longer requires -enable_shadows to be set.}}&lt;br /&gt;
&lt;br /&gt;
====-anisotropic_filter====&lt;br /&gt;
{{table382|&lt;br /&gt;
'''&amp;quot;Set anisotropic filtering level&amp;quot;'''&lt;br /&gt;
Valid ranges are 1 to whatever maximum the GPU supports (which should be 16 for most currently available GPUs)&lt;br /&gt;
By default, the GPUs' max supported level is used; set this to 1 if you want the minimum level available.}}&lt;br /&gt;
&lt;br /&gt;
====-fb_explosions====&lt;br /&gt;
'''&amp;quot;Enable Framebuffer Shockwaves&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Applies a framebuffer distortion effect to shockwaves&lt;br /&gt;
&lt;br /&gt;
====-fb_thrusters====&lt;br /&gt;
'''&amp;quot;Enable Framebuffer Thrusters&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Applies a framebuffer distortion effect to Thrusters. NOTE: Only &amp;quot;point&amp;quot; thrusters are affected by this; modelled thrusters (as used on most retail models) are not affected by this.&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
'''&amp;quot;Disable vertical sync&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
'''&amp;quot;Cache bitmaps between missions&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-no_fps_capping====&lt;br /&gt;
'''&amp;quot;Don't limit frames-per-second&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
'''&amp;quot;Another Pair of Scanning Lines&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
'''&amp;quot;Enable Info next to Target&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
'''&amp;quot;Enables 3D radar&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
'''&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
'''&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
'''&amp;quot;Use Models for Ship Selection&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
If a mod does not supply the required interface art for a ship, this mode will be used instead.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
'''&amp;quot;Use Models for Weapon Selection&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
If a mod does not supply the required interface art for a weapon, this mode will be used instead.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
'''&amp;quot;Enable 3D Warp&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
'''&amp;quot;Enable Flash upon Warp&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
'''&amp;quot;Disable Interrupting of AutoPilot&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
====-stretch_menu====&lt;br /&gt;
'''&amp;quot;Stretch interface to fill screen&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Scales the interface to fill the screen without preserving the aspect ratio. Omit this to keep the aspect ratio, adding black bars where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
'''&amp;quot;Disable Sound and Music&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
'''&amp;quot;Disables Music&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-no_enhanced_sound&lt;br /&gt;
'''&amp;quot;Disable enhanced sound&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables the enhanced sound rendering functions enabled by OpenAL Soft.&lt;br /&gt;
&lt;br /&gt;
===Launcher===&lt;br /&gt;
====-portable_mode====&lt;br /&gt;
'''&amp;quot;Store config in portable location&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses the root directory of FSO for storing pilot and config files. The current launcher does not have proper support for this yet so you need to manually copy the fs2_open.ini from the original config directory to your FreeSpace Root directory.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
'''&amp;quot;Run as Stand Alone Server&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
'''&amp;quot;Skip Mainhall and Start Hosting&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
'''&amp;quot;Start Hosted Server as Closed&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
'''&amp;quot;Host Confirms Join requests&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client's request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
{{Note| This feature is not available in current builds.}}&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
'''&amp;quot;Disables Flight Deck option&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
'''&amp;quot;Disable Setting of Gamma&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
'''&amp;quot;Disable Video Playback&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
'''&amp;quot;Disable Parsing Errors&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
&lt;br /&gt;
====-parse_cmdline_only====&lt;br /&gt;
'''&amp;quot;Parse Command Line Only&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Parse only the application command line settings, and ignore any that may have been set in the on-disk data/cmdline_fso.cfg or per-user cmdline_fso.cfg (on Linux/Mac)&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
'''&amp;quot;Does this build have Speech?&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL VBO&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
'''&amp;quot;Don't use cached index buffers (IBX)&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
'''&amp;quot;Load all weapons, even those not used&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL RenderTargets&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_pbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO's were only used at three places in FSO anyway so it's *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux's Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux's Mesa drivers for Intel integrated graphics cards}}&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
'''&amp;quot;Disable GLSL (shader) Support&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
'''&amp;quot;Don't use shaders for model rendering&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
'''&amp;quot;Fix Color issues on some ATI cards&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/mantis/view.php?id=1669 Mantis #1669] is what led to this flag's creation.&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
'''&amp;quot;Use only 2D/stereo for sound effects&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_di_mouse====&lt;br /&gt;
'''&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''Windows Only''' Can make mouse movement smoother on certain machines.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
'''&amp;quot;Enable mipmapping&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become deprecated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-use_gldrawelements====&lt;br /&gt;
'''&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
'''&amp;quot;Manually sets a keyboard layout&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&lt;br /&gt;
&lt;br /&gt;
====-old_collision====&lt;br /&gt;
'''&amp;quot;Use old collision detection system&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses the old collision code instead of Swifty's new collision code introduced in the 'go_even_faster' project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====-gl_finish====&lt;br /&gt;
'''&amp;quot;Fix input lag on AMD+Linux&amp;quot;'''&lt;br /&gt;
{{Table371|&lt;br /&gt;
This option adds a &amp;quot;glFinish()&amp;quot; call just prior to swapping buffers. It works around an issue with &amp;quot;recent&amp;quot; (HD 6000 &amp;amp; newer?) AMD cards using proprietary drivers on Linux. Be warned that enabling this may reduce framerate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Refer to [http://www.hard-light.net/forums/index.php?topic=88102.0 this thread] and [https://github.com/ValveSoftware/Source-1-Games/issues/765 Valve's bugtracker] for more details).&lt;br /&gt;
&lt;br /&gt;
====-no_geo_effects====&lt;br /&gt;
'''&amp;quot;Disable geometry shader for effects&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Particle rendering uses geometry shaders for high performance, this flag disables that behaviour.&lt;br /&gt;
&lt;br /&gt;
====-set_cpu_affinity====&lt;br /&gt;
'''&amp;quot;Sets processor affinity to config value&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Use this to force FSO to run on the specified core. CPU cores are numbered starting with 0 for the first core.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Disables focus grabbing in a window.&lt;br /&gt;
{{Note| This feature is not available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-noshadercache====&lt;br /&gt;
'''&amp;quot;Disables the shader cache&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
On GPUs with support for OpenGL 4 and higher, FSO caches the compiled shaders for increased performance.&lt;br /&gt;
&lt;br /&gt;
====-fix_registry====&lt;br /&gt;
'''&amp;quot;Use a different registry path&amp;quot;''''&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
'''&amp;quot;Allows Ingame Joining&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
'''&amp;quot;Voice Recognition&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
'''&amp;quot;Show frames per second on HUD&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-bmpmanusage====&lt;br /&gt;
'''&amp;quot;Show how many BMPMAN slots are in use&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Adds a BMPMAN slot usage display near where the FPS display is (or would be, if it's not enabled). Can be used by mod makers to see if they need to increase their [[Game_settings.tbl#$BMPMAN Slot Limit:|BMPMAN slot limit]].&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
'''&amp;quot;Show Position of Camera&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
'''&amp;quot;Run in Window&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
'''&amp;quot;Run in Fullscreen Window&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Runs the game in a borderless window.&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
'''&amp;quot;Show Statistics&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
'''&amp;quot;Show Coordinates&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
'''&amp;quot;Show Memory Usage&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows detailed RAM usage based on file, handler and process usage and display on the left-center side of the screen during mission load and while in mission.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner of the HUD is:&lt;br /&gt;
&lt;br /&gt;
'''DYN''' = dynamic memory, basically anything that's been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
'''POF''' = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
'''C-BMP, BMP''' = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn't.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
'''S-RAM''' = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
'''V-RAM''' = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''(It only works with debug builds, not with release builds).''&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
'''&amp;quot;Disable Collisions&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
'''&amp;quot;Disable Weapon Rendering&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported SEXP's.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
'''&amp;quot;Save Render Targets to file&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
'''&amp;quot;Display Debug Window&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
'''&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
'''&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
'''&amp;quot;Profile engine subsystems&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&lt;br /&gt;
&lt;br /&gt;
====-profile_write_file====&lt;br /&gt;
'''&amp;quot;Write profiling information to file&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
This will write the frame times of each gameplay frame to the file 'profiling.csv' where each line is ''&amp;lt;time&amp;gt;;&amp;lt;frametime&amp;gt;''. Both times are measured in microseconds. ''time'' is measured from an arbitrary time in the past. To get consistent results the first ''time'' value should be substracted from all ''time'' values. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data.&lt;br /&gt;
&lt;br /&gt;
====-no_unfocused_pause====&lt;br /&gt;
'''&amp;quot;Don't pause if the window isn't focused&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.&lt;br /&gt;
&lt;br /&gt;
====-benchmark_mode====&lt;br /&gt;
'''&amp;quot;Puts the game into benchmark mode&amp;quot;'''&lt;br /&gt;
See [[Benchmarking]] for more information.&lt;br /&gt;
&lt;br /&gt;
====-noninteractive====&lt;br /&gt;
'''&amp;quot;Disables interactive dialogs&amp;quot;'''&lt;br /&gt;
Disables all dialogs and chooses the default option when one would be displayed. Very useful for a standalone server on a headless system.&lt;br /&gt;
&lt;br /&gt;
====-json_pilot====&lt;br /&gt;
'''&amp;quot;Dump pilot files in JSON format&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Writes the information stored in savefiles to JSON files.&lt;br /&gt;
&lt;br /&gt;
====-json_profiling====&lt;br /&gt;
'''&amp;quot;Generate JSON profiling output&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Gathers information from the built-in profiling tools and writes them out to a .json file readable by the Google Chrome tracer or TraceCompass/SpaceCompass.&lt;br /&gt;
NOTE: This will create fairly massive data sets (several hundred megabytes per minute of gameplay). The files will be written to the subdirectory &amp;quot;tracing&amp;quot; in the FreeSpace data folder; FreeSpace will not create that folder automatically, however.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2's standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
*'''''This feature is now deprecated, it will have no effect on rendering.'''''&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
*'''''This feature is now deprecated, it will have no effect on rendering.'''''&lt;br /&gt;
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focused and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 75. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn't work.&lt;br /&gt;
&lt;br /&gt;
====-center_res====&lt;br /&gt;
Specifies how much of the screen area should be utilized by menus, movies, the HUD, and various other 2D graphics. Intended for use with configurations with an extremely wide field of view, such as triple-monitor setups.&lt;br /&gt;
&lt;br /&gt;
By default, if the screen resolution's aspect ratio is wider than 7:2, most 2D elements utilize only the center 3/10 of the screen area. This setting allows users to override this behavior to make better use of the center monitor. (The reason for using 3/10 rather than 1/3 is that many triple-monitor setups use bezel correction, which reduces the fraction of the screen area that the center monitor displays.)&lt;br /&gt;
&lt;br /&gt;
For example, if the screen resolution is 6000x1080, then -center_res 1920x1080 will keep most 2D graphics in the center 1920x1080 area. This setting is automatically scaled to fit the screen resolution, so (assuming the resolution is still 6000x1080) -center_res 1280x720 is given, then that resolution is enlarged to 1920x1080.&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-start_mission====&lt;br /&gt;
'''&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-mod====&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside ''Freespace2/data/'' structure and ''Freespace2/vp archives''.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (''',''') must be used as separator. In this way, '''-mod dir1,dir2,dir3,...,dirx''' causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within the Launcher's MOD tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''.&lt;br /&gt;
If ''Freespace2/moddir/[[mod.ini]]'' exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see '''[[mod.ini]]'''&lt;br /&gt;
&lt;br /&gt;
'''Data precedence'''&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in ''Current_dir/data/'' subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a ''Mission.fs2'' inside ''Freespace2/Pri1/data/missions/'' it doesn't matter that this ''Mission.fs2'' is also inside ''Freespace2/Pri1/aaa.vp'', ''Freespace2/Pri1/aab.vp'', ... or ''Freespace2/data/missions/''. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Additional notes'''&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (''Fred2_Open_r.exe -MOD whatever''), or FRED won't be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn't have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.&lt;br /&gt;
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn't check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| '''Priority and Texture Formats'''&lt;br /&gt;
&lt;br /&gt;
''Obsolete behavior - Until FS2_open v3.6.9.:''&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old ''TextureOfMyFighter.tga'', do not save it as ''TextureOfMyFighter.dds'' in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga''.&lt;br /&gt;
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don't have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there's no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
This flag allows the player to specify the ''vertical'' Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''float''''' Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2's default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player's actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a '''''diagonal''''' AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player's minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player's maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
Automatically connect to multiplayer IP:PORT.&lt;br /&gt;
&lt;br /&gt;
Takes one string value, such as 192.168.0.1:&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
Multiplayer network timeout (secs).&lt;br /&gt;
&lt;br /&gt;
Takes one integer argument, the timeout value in seconds.  Default is 30.&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that's all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
===Deprecated Options===&lt;br /&gt;
These options were present in the executable for some time, but have since been removed and deprecated. The engine will throw a non-fatal error when they are found in the commandline. Some of these functions have been removed entirely, others are now part of the standard operation of the engine.&lt;br /&gt;
&lt;br /&gt;
====-spec====&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
&lt;br /&gt;
====-img2dds====&lt;br /&gt;
&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=58470</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=58470"/>
		<updated>2018-09-20T22:29:52Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2018-03-17|8b49ebf3}}&lt;br /&gt;
&lt;br /&gt;
Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-nospec====&lt;br /&gt;
{{Table37|&lt;br /&gt;
'''&amp;quot;Disable Specular&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables support for specular mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noglow====&lt;br /&gt;
{{Table37|&lt;br /&gt;
'''&amp;quot;Disable glow maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables support for glowmapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noenv====&lt;br /&gt;
{{Table37|&lt;br /&gt;
'''&amp;quot;Disable environment maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables support for environment mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-nonormal====&lt;br /&gt;
{{Table37|&lt;br /&gt;
'''&amp;quot;Disable normal maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables support for normal mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noheight====&lt;br /&gt;
{{Table37|&lt;br /&gt;
'''&amp;quot;Disable height maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables support for height mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
'''&amp;quot;Disable motion debris&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
'''&amp;quot;Enable Post Processing&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting its value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
'''&amp;quot;Enable soft particles&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Applies a blending factor to particles depending on their proximity to geometry&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
'''&amp;quot;Enable 3D Shockwaves&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
This only has any effect when both a 2D and 3D shockwave effect are present, otherwise the only available effect is used (2D shockwave is defined by effects/shockwave01.eff or .ani, and 3D shockwave by models/shockwave.pof)&lt;br /&gt;
&lt;br /&gt;
Note that 3D shockwaves are usually flat discs that FSO scales up. The animated 2D billboards used by 2D shockwaves with the addition of [[Command-Line Reference#-soft_particles|soft particles]], may look better when intersecting with models (which shockwaves often do). Use at your discretion.&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
'''&amp;quot;Enable FXAA antialiasing&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA postprocessing stage. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-nolightshafts====&lt;br /&gt;
'''&amp;quot;Disable lightshafts&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables Lightshafts even if a mission designer enables them via SEXP in a mission.  This was previously documented as -flightshaftsoff but appears to have been changed to -nolightshafts for consistency before -flightshaftsoff was ever used in a released build.&lt;br /&gt;
&lt;br /&gt;
====-enable_shadows====&lt;br /&gt;
{{table373|&lt;br /&gt;
'''&amp;quot;Enable shadows&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables shadows where supported by the OpenGL version provided by the user's GPU. -shadow_quality can be used to control the quality level.&lt;br /&gt;
{{note|Currently doesn't support shadows for cockpits and show ship.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-shadow_quality====&lt;br /&gt;
{{table373|&lt;br /&gt;
'''&amp;quot;Set shadows quality&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Valid ranges are 0 to 2 with 2 being the default. &lt;br /&gt;
&lt;br /&gt;
* 0 disables shadows (so there's no point in setting it!)&lt;br /&gt;
* 1 uses 512x512 shadow maps (lower quality)&lt;br /&gt;
* 2 uses 1024x1024 shadow maps (higher quality)&lt;br /&gt;
&lt;br /&gt;
Currently this requires -enable_shadows to be set, or it has no effect.&lt;br /&gt;
}}&lt;br /&gt;
{{table38|No longer requires -enable_shadows to be set.}}&lt;br /&gt;
&lt;br /&gt;
====-anisotropic_filter====&lt;br /&gt;
{{table382|&lt;br /&gt;
'''&amp;quot;Set anisotropic filtering level&amp;quot;'''&lt;br /&gt;
Valid ranges are 1 to whatever maximum the GPU supports (which should be 16 for most currently available GPUs)&lt;br /&gt;
By default, the GPUs' max supported level is used; set this to 1 if you want the minimum level available.}}&lt;br /&gt;
&lt;br /&gt;
====-fb_explosions====&lt;br /&gt;
'''&amp;quot;Enable Framebuffer Shockwaves&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Applies a framebuffer distortion effect to shockwaves&lt;br /&gt;
&lt;br /&gt;
====-fb_thrusters====&lt;br /&gt;
'''&amp;quot;Enable Framebuffer Thrusters&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Applies a framebuffer distortion effect to Thrusters. NOTE: Only &amp;quot;point&amp;quot; thrusters are affected by this; modelled thrusters (as used on most retail models) are not affected by this.&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
'''&amp;quot;Disable vertical sync&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
'''&amp;quot;Cache bitmaps between missions&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-no_fps_capping====&lt;br /&gt;
'''&amp;quot;Don't limit frames-per-second&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
'''&amp;quot;Another Pair of Scanning Lines&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
'''&amp;quot;Enable Info next to Target&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
'''&amp;quot;Enables 3D radar&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
'''&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
'''&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
'''&amp;quot;Use Models for Ship Selection&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
If a mod does not supply the required interface art for a ship, this mode will be used instead.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
'''&amp;quot;Use Models for Weapon Selection&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
If a mod does not supply the required interface art for a weapon, this mode will be used instead.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
'''&amp;quot;Enable 3D Warp&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
'''&amp;quot;Enable Flash upon Warp&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
'''&amp;quot;Disable Interrupting of AutoPilot&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
====-stretch_menu====&lt;br /&gt;
'''&amp;quot;Stretch interface to fill screen&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Scales the interface to fill the screen without preserving the aspect ratio. Omit this to keep the aspect ratio, adding black bars where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
'''&amp;quot;Disable Sound and Music&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
'''&amp;quot;Disables Music&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-no_enhanced_sound&lt;br /&gt;
'''&amp;quot;Disable enhanced sound&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables the enhanced sound rendering functions enabled by OpenAL Soft.&lt;br /&gt;
&lt;br /&gt;
===Launcher===&lt;br /&gt;
====-portable_mode====&lt;br /&gt;
'''&amp;quot;Store config in portable location&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses the root directory of FSO for storing pilot and config files. The current launcher does not have proper support for this yet so you need to manually copy the fs2_open.ini from the original config directory to your FreeSpace Root directory.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
'''&amp;quot;Run as Stand Alone Server&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
'''&amp;quot;Skip Mainhall and Start Hosting&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
'''&amp;quot;Start Hosted Server as Closed&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
'''&amp;quot;Host Confirms Join requests&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client's request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
{{Note| This feature is not available in current builds.}}&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
'''&amp;quot;Disables Flight Deck option&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
'''&amp;quot;Disable Setting of Gamma&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
'''&amp;quot;Disable Video Playback&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
'''&amp;quot;Disable Parsing Errors&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
&lt;br /&gt;
====-parse_cmdline_only====&lt;br /&gt;
'''&amp;quot;Parse Command Line Only&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Parse only the application command line settings, and ignore any that may have been set in the on-disk data/cmdline_fso.cfg or per-user cmdline_fso.cfg (on Linux/Mac)&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
'''&amp;quot;Does this build have Speech?&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL VBO&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
'''&amp;quot;Don't use cached index buffers (IBX)&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
'''&amp;quot;Load all weapons, even those not used&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL RenderTargets&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_pbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO's were only used at three places in FSO anyway so it's *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux's Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux's Mesa drivers for Intel integrated graphics cards}}&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
'''&amp;quot;Disable GLSL (shader) Support&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
'''&amp;quot;Don't use shaders for model rendering&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
'''&amp;quot;Fix Color issues on some ATI cards&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/mantis/view.php?id=1669 Mantis #1669] is what led to this flag's creation.&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
'''&amp;quot;Use only 2D/stereo for sound effects&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_di_mouse====&lt;br /&gt;
'''&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''Windows Only''' Can make mouse movement smoother on certain machines.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
'''&amp;quot;Enable mipmapping&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become deprecated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-use_gldrawelements====&lt;br /&gt;
'''&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
'''&amp;quot;Manually sets a keyboard layout&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&lt;br /&gt;
&lt;br /&gt;
====-old_collision====&lt;br /&gt;
'''&amp;quot;Use old collision detection system&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses the old collision code instead of Swifty's new collision code introduced in the 'go_even_faster' project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====-gl_finish====&lt;br /&gt;
'''&amp;quot;Fix input lag on AMD+Linux&amp;quot;'''&lt;br /&gt;
{{Table371|&lt;br /&gt;
This option adds a &amp;quot;glFinish()&amp;quot; call just prior to swapping buffers. It works around an issue with &amp;quot;recent&amp;quot; (HD 6000 &amp;amp; newer?) AMD cards using proprietary drivers on Linux. Be warned that enabling this may reduce framerate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Refer to [http://www.hard-light.net/forums/index.php?topic=88102.0 this thread] and [https://github.com/ValveSoftware/Source-1-Games/issues/765 Valve's bugtracker] for more details).&lt;br /&gt;
&lt;br /&gt;
====-no_geo_effects====&lt;br /&gt;
'''&amp;quot;Disable geometry shader for effects&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Particle rendering uses geometry shaders for high performance, this flag disables that behaviour.&lt;br /&gt;
&lt;br /&gt;
====-set_cpu_affinity====&lt;br /&gt;
'''&amp;quot;Sets processor affinity to config value&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Use this to force FSO to run on the specified core. CPU cores are numbered starting with 0 for the first core.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Disables focus grabbing in a window.&lt;br /&gt;
{{Note| This feature is not available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-noshadercache====&lt;br /&gt;
'''&amp;quot;Disables the shader cache&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
On GPUs with support for OpenGL 4 and higher, FSO caches the compiled shaders for increased performance.&lt;br /&gt;
&lt;br /&gt;
====-fix_registry====&lt;br /&gt;
'''&amp;quot;Use a different registry path&amp;quot;''''&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
'''&amp;quot;Allows Ingame Joining&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
'''&amp;quot;Voice Recognition&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
'''&amp;quot;Show frames per second on HUD&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-bmpmanusage====&lt;br /&gt;
'''&amp;quot;Show how many BMPMAN slots are in use&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Adds a BMPMAN slot usage display near where the FPS display is (or would be, if it's not enabled). Can be used by mod makers to see if they need to increase their [[Game_settings.tbl#$BMPMAN Slot Limit:|BMPMAN slot limit]].&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
'''&amp;quot;Show Position of Camera&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
'''&amp;quot;Run in Window&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
'''&amp;quot;Run in Fullscreen Window&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Runs the game in a borderless window.&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
'''&amp;quot;Show Statistics&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
'''&amp;quot;Show Coordinates&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
'''&amp;quot;Show Memory Usage&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows detailed RAM usage based on file, handler and process usage and display on the left-center side of the screen during mission load and while in mission.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner of the HUD is:&lt;br /&gt;
&lt;br /&gt;
'''DYN''' = dynamic memory, basically anything that's been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
'''POF''' = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
'''C-BMP, BMP''' = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn't.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
'''S-RAM''' = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
'''V-RAM''' = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''(It only works with debug builds, not with release builds).''&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
'''&amp;quot;Disable Collisions&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
'''&amp;quot;Disable Weapon Rendering&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported SEXP's.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
'''&amp;quot;Save Render Targets to file&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
'''&amp;quot;Display Debug Window&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
'''&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
'''&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
'''&amp;quot;Profile engine subsystems&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&lt;br /&gt;
&lt;br /&gt;
====-profile_write_file====&lt;br /&gt;
'''&amp;quot;Write profiling information to file&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
This will write the frame times of each gameplay frame to the file 'profiling.csv' where each line is ''&amp;lt;time&amp;gt;;&amp;lt;frametime&amp;gt;''. Both times are measured in microseconds. ''time'' is measured from an arbitrary time in the past. To get consistent results the first ''time'' value should be substracted from all ''time'' values. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data.&lt;br /&gt;
&lt;br /&gt;
====-no_unfocused_pause====&lt;br /&gt;
'''&amp;quot;Don't pause if the window isn't focused&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.&lt;br /&gt;
&lt;br /&gt;
====-benchmark_mode====&lt;br /&gt;
'''&amp;quot;Puts the game into benchmark mode&amp;quot;'''&lt;br /&gt;
See [[Benchmarking]] for more information.&lt;br /&gt;
&lt;br /&gt;
====-noninteractive====&lt;br /&gt;
'''&amp;quot;Disables interactive dialogs&amp;quot;'''&lt;br /&gt;
Disables all dialogs and chooses the default option when one would be displayed. Very useful for a standalone server on a headless system.&lt;br /&gt;
&lt;br /&gt;
====-json_pilot====&lt;br /&gt;
'''&amp;quot;Dump pilot files in JSON format&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Writes the information stored in savefiles to JSON files.&lt;br /&gt;
&lt;br /&gt;
====-json_profiling====&lt;br /&gt;
'''&amp;quot;Generate JSON profiling output&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Gathers information from the built-in profiling tools and writes them out to a .json file readable by the Google Chrome tracer or TraceCompass/SpaceCompass.&lt;br /&gt;
NOTE: This will create fairly massive data sets (several hundred megabytes per minute of gameplay). The files will be written to the subdirectory &amp;quot;tracing&amp;quot; in the FreeSpace data folder; FreeSpace will not create that folder automatically, however.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2's standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
*'''''This feature is now deprecated, it will have no effect on rendering.'''''&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focused and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 75. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn't work.&lt;br /&gt;
&lt;br /&gt;
====-center_res====&lt;br /&gt;
Specifies how much of the screen area should be utilized by menus, movies, the HUD, and various other 2D graphics. Intended for use with configurations with an extremely wide field of view, such as triple-monitor setups.&lt;br /&gt;
&lt;br /&gt;
By default, if the screen resolution's aspect ratio is wider than 7:2, most 2D elements utilize only the center 3/10 of the screen area. This setting allows users to override this behavior to make better use of the center monitor. (The reason for using 3/10 rather than 1/3 is that many triple-monitor setups use bezel correction, which reduces the fraction of the screen area that the center monitor displays.)&lt;br /&gt;
&lt;br /&gt;
For example, if the screen resolution is 6000x1080, then -center_res 1920x1080 will keep most 2D graphics in the center 1920x1080 area. This setting is automatically scaled to fit the screen resolution, so (assuming the resolution is still 6000x1080) -center_res 1280x720 is given, then that resolution is enlarged to 1920x1080.&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-start_mission====&lt;br /&gt;
'''&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-mod====&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside ''Freespace2/data/'' structure and ''Freespace2/vp archives''.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (''',''') must be used as separator. In this way, '''-mod dir1,dir2,dir3,...,dirx''' causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within the Launcher's MOD tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''.&lt;br /&gt;
If ''Freespace2/moddir/[[mod.ini]]'' exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see '''[[mod.ini]]'''&lt;br /&gt;
&lt;br /&gt;
'''Data precedence'''&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in ''Current_dir/data/'' subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a ''Mission.fs2'' inside ''Freespace2/Pri1/data/missions/'' it doesn't matter that this ''Mission.fs2'' is also inside ''Freespace2/Pri1/aaa.vp'', ''Freespace2/Pri1/aab.vp'', ... or ''Freespace2/data/missions/''. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Additional notes'''&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (''Fred2_Open_r.exe -MOD whatever''), or FRED won't be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn't have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.&lt;br /&gt;
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn't check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| '''Priority and Texture Formats'''&lt;br /&gt;
&lt;br /&gt;
''Obsolete behavior - Until FS2_open v3.6.9.:''&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old ''TextureOfMyFighter.tga'', do not save it as ''TextureOfMyFighter.dds'' in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga''.&lt;br /&gt;
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don't have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there's no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
This flag allows the player to specify the ''vertical'' Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''float''''' Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2's default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player's actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a '''''diagonal''''' AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player's minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player's maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
Automatically connect to multiplayer IP:PORT.&lt;br /&gt;
&lt;br /&gt;
Takes one string value, such as 192.168.0.1:&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
Multiplayer network timeout (secs).&lt;br /&gt;
&lt;br /&gt;
Takes one integer argument, the timeout value in seconds.  Default is 30.&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that's all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
===Deprecated Options===&lt;br /&gt;
These options were present in the executable for some time, but have since been removed and deprecated. The engine will throw a non-fatal error when they are found in the commandline. Some of these functions have been removed entirely, others are now part of the standard operation of the engine.&lt;br /&gt;
&lt;br /&gt;
====-spec====&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
&lt;br /&gt;
====-img2dds====&lt;br /&gt;
&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55252</id>
		<title>PBR Reference Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55252"/>
		<updated>2017-12-22T20:15:24Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As of release 3.8.0, the FS2 Open engine supports Physically Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guide on the matter. This article is designed mostly as a reference guide that can serve as a basis for workflows and as a refresher if needed. &lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
The wikipedia pages on [https://en.wikipedia.org/wiki/Physically_based_rendering/ Physically Based Rendering] and [https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function/ BRDFs] are particularly good to read and keep in mind when working on PBR assets.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
The PBR workflow for FSO introduces two new texture maps, as well as some constraints on old texture types.&lt;br /&gt;
Remember, PBR materials are (mostly) split up into two types:&lt;br /&gt;
*Dielectric/Nonmetallic&lt;br /&gt;
*Metallic&lt;br /&gt;
Technically, elements that we refer to as metalloids or semi-metals on the periodic table have some properties from both dielectrics and metals, but this will be covered later.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
Diffuse color information goes here. Basically, the only constraint you need to follow is that almost all metals are dark grays to black. Also, don't put your AO in here.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This map has the format, ***-reflect. It contains the following information in it's channels:&lt;br /&gt;
*RGB - Specular color.&lt;br /&gt;
*Alpha - Gloss/shininess.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
Contains ambient and cavity occlusion information.&lt;br /&gt;
&lt;br /&gt;
==Working with the Basics==&lt;br /&gt;
You can make a simple PBR texture set from your old diffuse texture.&lt;br /&gt;
If you wish to do so, try the following (I'll assume you're using photoshop):&lt;br /&gt;
&lt;br /&gt;
1. Open up your diffuse texture and remove all lighting information&lt;br /&gt;
&lt;br /&gt;
2. Make two groups and copy your diffuse texture into both of them.&lt;br /&gt;
&lt;br /&gt;
3. Name one group Diffuse and one Reflect.&lt;br /&gt;
&lt;br /&gt;
4. In the Diffuse group, create a fill layer containing all black (#000000). Select all the pixels you want to be metallic and copy that into the mask for the fill layer.(call this Mask 1). Voila, you now have a pretty good albedo texture.&lt;br /&gt;
&lt;br /&gt;
5. In the Reflect group, create a fill layer containing all gray (#383838). Copy Mask 1 into the mask for the fill layer and invert it. You've now got yourself most of the Reflectance map.&lt;br /&gt;
&lt;br /&gt;
6. Finally, create a new Alpha channel. Go back to your diffuse texture and select any pixels you want to have a specific gloss level, then use your selection as a mask for the gray value associated with the gloss you want. Darker grays are less glossy, lighter grays are more glossy.&lt;br /&gt;
&lt;br /&gt;
Now, just export the Diffuse group as your new diffuse texture and the Reflect group plus the Alpha channel as your -reflect map.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are many tools available to modders that can assist in the creation of assets.&lt;br /&gt;
&lt;br /&gt;
===Substance Painter===&lt;br /&gt;
[https://www.allegorithmic.com/products/substance-painter/ Substance Painter] is a 3D painting software created by Allegorithmic. It can be purchased under a multitude of plans (including a perpetual license), although an educational license is available. &lt;br /&gt;
&lt;br /&gt;
===Quixel Suite===&lt;br /&gt;
[http://quixel.se/ Quixel Suite] is a 3D painting tool created by Quixel that integrates with Adobe Photoshop CS4/5/6 and Creative Cloud. It is available under a perpetual license, with an educational discount available. &lt;br /&gt;
&lt;br /&gt;
Quixel Suite's biggest feature is the Quixel Megascans material library, which provides thousands of scanned PBR materials, with several hundred being included with the suite and a large variety of packs available for purchase. The included materials provide everything you need to get started, but some of the Megascans materials and masks are incredibly useful. &lt;br /&gt;
&lt;br /&gt;
QS provides the simplest transfer to FSO, as it features an export preset that produces textures compatible with the engine by default.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
The following tools will be covered in later tutorials and additions to this reference guide.&lt;br /&gt;
*[[Blender]]&lt;br /&gt;
*[[3D Studio Max]]&lt;br /&gt;
*[[GIMP]]&lt;br /&gt;
&lt;br /&gt;
==The Not So Basics==&lt;br /&gt;
This contains more in-depth explanations of the previously mentioned texture types.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
As before, the diffuse texture is supposed to contain diffuse color information. However, in the past, many people included color for metallic materials. With PBR textures, the diffuse map should contain only color information for dielectric materials. Dielectric materials are basically any material that has no metallic properties. This includes:&lt;br /&gt;
*Paints&lt;br /&gt;
*Plastics&lt;br /&gt;
*Most organic materials&lt;br /&gt;
*Most minerals&lt;br /&gt;
&lt;br /&gt;
Essentially, metals should be very dark grays to black, with the exception of a few members of the Gold/Platinum group (Gold has a very dark orange-brown diffuse color), while dielectrics can be whatever color you want.&lt;br /&gt;
&lt;br /&gt;
Additionally, the diffuse map should no longer contain any lighting information. The ambient occlusion map you bake for your asset should be in it's own texture now.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This new map, denoted by the format ***-reflect.dds, replaces the shine map used by old assets. Shine maps contained specular color information in the RGB channels, as well as an &amp;quot;environment reflectance&amp;quot; value in the Alpha channel, which determined the mip level or accuracy of environment reflections. Reflectance maps rearrange how this information is stored; The RGB channels store specular color as the overall color and &amp;quot;metalness&amp;quot; as the magnitude of the color value, while the Alpha channel now contains the Gloss of the material. That's right, you can now do per pixel gloss instead of the old -ogl_spec commandline parameter.&lt;br /&gt;
&lt;br /&gt;
This texture should contain only color information for metallic materials. I shouldn't need to tell you what a metal is. Metals tend to be very bright white to gray, but can have some additional coloration like blue, although there's always copper and gold as notably colorful metals. Dielectrics should be dark to medium grays.&lt;br /&gt;
&lt;br /&gt;
No lighting information here either, unless you like screwy reflections.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
This new map, denoted by the format ***-ao.dds, contains all non-emissive lighting information for your asset. For this texture, only two channels are used, one contains Ambient Occlusion information, while the other contains Cavity Occlusion information.&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
So, say you're working with a model, and it's not clear whether a material is a metal or dielectric. Things like metalloids (elemental silicon might seem metallic at first, but looks can be deceiving), certain minerals and organics, and anodized metals don't fall clearly into either category. Generally speaking, you're gonna need to isolate the diffuse and specular colors of these materials and texture accordingly. Here's what I recommend you do:&lt;br /&gt;
*Metalloids and Anodized Metals&lt;br /&gt;
**Take a metal of your choice, copy the specular to the diffuse and darken it to about 80% to 90% of the specular value.&lt;br /&gt;
*Special Minerals/Organics and Clearcoat/Metallic paints&lt;br /&gt;
**Unfortunately, we would most likely need to implement a clearcoat shader to properly simulate most of these, but there is generally a clear difference between the diffuse and specular colors in this case, which should be sufficient for your use case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55174</id>
		<title>PBR Reference Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55174"/>
		<updated>2017-12-21T03:29:23Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As of release 3.8.0, the FS2 Open engine supports Physically Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guide on the matter. This article is designed mostly as a reference guide that can serve as a basis for workflows and as a refresher if needed. &lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
The wikipedia pages on [https://en.wikipedia.org/wiki/Physically_based_rendering/ Physically Based Rendering] and [https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function/ BRDFs] are particularly good to read and keep in mind when working on PBR assets.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
The PBR workflow for FSO introduces two new texture maps, as well as some constraints on old texture types.&lt;br /&gt;
Remember, PBR materials are (mostly) split up into two types:&lt;br /&gt;
*Dielectric/Nonmetallic&lt;br /&gt;
*Metallic&lt;br /&gt;
Technically, elements that we refer to as metalloids or semi-metals on the periodic table have some properties from both dielectrics and metals, but this will be covered later.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
Diffuse color information goes here. Basically, the only constraint you need to follow is that almost all metals are dark grays to black. Also, don't put your AO in here.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This map has the format, ***-reflect. It contains the following information in it's channels:&lt;br /&gt;
*RGB - Specular color.&lt;br /&gt;
*Alpha - Gloss/shininess.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
Contains ambient and cavity occlusion information.&lt;br /&gt;
&lt;br /&gt;
==Working with the Basics==&lt;br /&gt;
You can make a simple PBR texture set from your old diffuse texture.&lt;br /&gt;
If you wish to do so, try the following (I'll assume you're using photoshop):&lt;br /&gt;
&lt;br /&gt;
1. Open up your diffuse texture and remove all lighting information&lt;br /&gt;
&lt;br /&gt;
2. Make two groups and copy your diffuse texture into both of them.&lt;br /&gt;
&lt;br /&gt;
3. Name one group Diffuse and one Reflect.&lt;br /&gt;
&lt;br /&gt;
4. In the Diffuse group, create a fill layer containing all black (#000000). Select all the pixels you want to be metallic and copy that into the mask for the fill layer.(call this Mask 1). Voila, you now have a pretty good albedo texture.&lt;br /&gt;
&lt;br /&gt;
5. In the Reflect group, create a fill layer containing all gray (#383838). Copy Mask 1 into the mask for the fill layer and invert it. You've now got yourself most of the Reflectance map.&lt;br /&gt;
&lt;br /&gt;
6. Finally, create a new Alpha channel. Go back to your diffuse texture and select any pixels you want to have a specific gloss level, then use your selection as a mask for the gray value associated with the gloss you want. Darker grays are less glossy, lighter grays are more glossy.&lt;br /&gt;
&lt;br /&gt;
Now, just export the Diffuse group as your new diffuse texture and the Reflect group plus the Alpha channel as your -reflect map.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are many tools available to modders that can assist in the creation of assets.&lt;br /&gt;
&lt;br /&gt;
===Substance Painter===&lt;br /&gt;
[https://www.allegorithmic.com/products/substance-painter/ Substance Painter] is a 3D painting software created by Allegorithmic. It can be purchased under a multitude of plans (including a perpetual license), although an educational license is available. &lt;br /&gt;
&lt;br /&gt;
===Quixel Suite===&lt;br /&gt;
[http://quixel.se/ Quixel Suite] is a 3D painting tool created by Quixel that integrates with Adobe Photoshop CS4/5/6 and Creative Cloud. It is available under a perpetual license, with an educational discount available. &lt;br /&gt;
&lt;br /&gt;
Quixel Suite's biggest feature is the Quixel Megascans material library, which provides thousands of scanned PBR materials, with several hundred being included with the suite and a large variety of packs available for purchase. The included materials provide everything you need to get started, but some of the Megascans materials and masks are incredibly useful. &lt;br /&gt;
&lt;br /&gt;
QS provides the simplest transfer to FSO, as it features an export preset that produces textures compatible with the engine by default.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
The following tools will be covered in later tutorials and additions to this reference guide.&lt;br /&gt;
*[[Blender]]&lt;br /&gt;
*[[3D Studio Max]]&lt;br /&gt;
*[[GIMP]]&lt;br /&gt;
&lt;br /&gt;
==The Not So Basics==&lt;br /&gt;
This contains more in-depth explanations of the previously mentioned texture types.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
As before, the diffuse texture is supposed to contain diffuse color information. However, in the past, many people included color for metallic materials. With PBR textures, the diffuse map should contain only color information for dielectric materials. Dielectric materials are basically any material that has no metallic properties. This includes:&lt;br /&gt;
*Paints&lt;br /&gt;
*Plastics&lt;br /&gt;
*Most organic materials&lt;br /&gt;
*Most minerals&lt;br /&gt;
&lt;br /&gt;
Essentially, metals should be very dark grays to black, with the exception of a few members of the Gold/Platinum group (Gold has a very dark orange-brown diffuse color), while dielectrics can be whatever color you want.&lt;br /&gt;
&lt;br /&gt;
Additionally, the diffuse map should no longer contain any lighting information. The ambient occlusion map you bake for your asset should be in it's own texture now.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This new map, denoted by the format ***-reflect.dds, replaces the shine map used by old assets. Shine maps contained specular color information in the RGB channels, as well as an &amp;quot;environment reflectance&amp;quot; value in the Alpha channel, which determined the mip level or accuracy of environment reflections. Reflectance maps rearrange how this information is stored; The RGB channels store specular color as the overall color and &amp;quot;metalness&amp;quot; as the magnitude of the color value, while the Alpha channel now contains the Gloss of the material. That's right, you can now do per pixel gloss instead of the old -ogl_spec commandline parameter.&lt;br /&gt;
&lt;br /&gt;
This texture should contain only color information for metallic materials. I shouldn't need to tell you what a metal is. Metals tend to be very bright white to gray, but can have some additional coloration like blue, although there's always copper and gold as notably colorful metals. Dielectrics should be dark to medium grays.&lt;br /&gt;
&lt;br /&gt;
No lighting information here either, unless you like screwy reflections.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
This new map, denoted by the format ***-ao.dds, contains all non-emissive lighting information for your asset. For this texture, only two channels are used, one contains Ambient Occlusion information, while the other contains Cavity Occlusion information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55173</id>
		<title>PBR Reference Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55173"/>
		<updated>2017-12-21T03:28:48Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As of release 3.8.0, the FS2 Open engine supports Physically Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guide on the matter. This article is designed mostly as a reference guide that can serve as a basis for workflows and as a refresher if needed. &lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
The wikipedia pages on [https://en.wikipedia.org/wiki/Physically_based_rendering/ Physically Based Rendering] and [https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function/ BRDFs] are particularly good to read and keep in mind when working on PBR assets.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
The PBR workflow for FSO introduces two new texture maps, as well as some constraints on old texture types.&lt;br /&gt;
Remember, PBR materials are (mostly) split up into two types:&lt;br /&gt;
*Dielectric/Nonmetallic&lt;br /&gt;
*Metallic&lt;br /&gt;
Technically, elements that we refer to as metalloids or semi-metals on the periodic table have some properties from both dielectrics and metals, but this will be covered later.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
Diffuse color information goes here. Basically, the only constraint you need to follow is that almost all metals are dark grays to black. Also, don't put your AO in here.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This map has the format, ***-reflect. It contains the following information in it's channels:&lt;br /&gt;
*RGB - Specular color.&lt;br /&gt;
*Alpha - Gloss/shininess.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
Contains ambient and cavity occlusion information.&lt;br /&gt;
&lt;br /&gt;
==Working with the Basics==&lt;br /&gt;
You can make a simple PBR texture set from your old diffuse texture.&lt;br /&gt;
If you wish to do so, try the following (I'll assume you're using photoshop):&lt;br /&gt;
&lt;br /&gt;
1. Open up your diffuse texture and remove all lighting information&lt;br /&gt;
&lt;br /&gt;
2. Make two groups and copy your diffuse texture into both of them.&lt;br /&gt;
&lt;br /&gt;
3. Name one group Diffuse and one Reflect.&lt;br /&gt;
&lt;br /&gt;
4. In the Diffuse group, create a fill layer containing all black (#000000). Select all the pixels you want to be metallic and copy that into the mask for the fill layer.(call this Mask 1). Voila, you now have a pretty good albedo texture.&lt;br /&gt;
&lt;br /&gt;
5. In the Reflect group, create a fill layer containing all gray (#383838). Copy Mask 1 into the mask for the fill layer and invert it. You've now got yourself most of the Reflectance map.&lt;br /&gt;
&lt;br /&gt;
6. Finally, create a new Alpha channel. Go back to your diffuse texture and select any pixels you want to have a specific gloss level, then use your selection as a mask for the gray value associated with the gloss you want. Darker grays are less glossy, lighter grays are more glossy.&lt;br /&gt;
&lt;br /&gt;
Now, just export the Diffuse group as your new diffuse texture and the Reflect group plus the Alpha channel as your -reflect map.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are many tools available to modders that can assist in the creation of assets.&lt;br /&gt;
&lt;br /&gt;
===Substance Painter===&lt;br /&gt;
[https://www.allegorithmic.com/products/substance-painter/ Substance Painter] is a 3D painting software created by Allegorithmic. It can be purchased under a multitude of plans (including a perpetual license), although an educational license is available. &lt;br /&gt;
&lt;br /&gt;
===Quixel Suite===&lt;br /&gt;
[http://quixel.se/ Quixel Suite] is a 3D painting tool created by Quixel that integrates with Adobe Photoshop CS4/5/6 and Creative Cloud. It is available under a perpetual license, with an educational discount available. &lt;br /&gt;
&lt;br /&gt;
Quixel Suite's biggest feature is the Quixel Megascans material library, which provides thousands of scanned PBR materials, with several hundred being included with the suite and a large variety of packs available for purchase. The included materials provide everything you need to get started, but some of the Megascans materials and masks are incredibly useful. &lt;br /&gt;
&lt;br /&gt;
QS provides the simplest transfer to FSO, as it features an export preset that produces textures compatible with the engine by default.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
The following tools will be covered in later tutorials and additions to this reference guide.&lt;br /&gt;
*[[Blender]]&lt;br /&gt;
*[[3D Studio Max]]&lt;br /&gt;
*[[GIMP]]&lt;br /&gt;
&lt;br /&gt;
==The Not So Basics==&lt;br /&gt;
This contains more in-depth explanations of the previously mentioned texture types.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
As before, the diffuse texture is supposed to contain diffuse color information. However, in the past, many people included color for metallic materials. With PBR textures, the diffuse map should contain only color information for dielectric materials. Dielectric materials are basically any material that has no metallic properties. This includes:&lt;br /&gt;
*Paints&lt;br /&gt;
*Plastics&lt;br /&gt;
*Most organic materials&lt;br /&gt;
*Most minerals&lt;br /&gt;
&lt;br /&gt;
Essentially, metals should be very dark grays to black, with the exception of a few members of the Gold/Platinum group (Gold has a very dark orange-brown diffuse color), while dielectrics can be whatever color you want.&lt;br /&gt;
&lt;br /&gt;
Additionally, the diffuse map should no longer contain any lighting information. The ambient occlusion map you bake for your asset should be in it's own texture now.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This new map, denoted by the format ***-reflect.img, replaces the shine map used by old assets. Shine maps contained specular color information in the RGB channels, as well as an &amp;quot;environment reflectance&amp;quot; value in the Alpha channel, which determined the mip level or accuracy of environment reflections. Reflectance maps rearrange how this information is stored; The RGB channels store specular color as the overall color and &amp;quot;metalness&amp;quot; as the magnitude of the color value, while the Alpha channel now contains the Gloss of the material. That's right, you can now do per pixel gloss instead of the old -ogl_spec commandline parameter.&lt;br /&gt;
&lt;br /&gt;
This texture should contain only color information for metallic materials. I shouldn't need to tell you what a metal is. Metals tend to be very bright white to gray, but can have some additional coloration like blue, although there's always copper and gold as notably colorful metals. Dielectrics should be dark to medium grays.&lt;br /&gt;
&lt;br /&gt;
No lighting information here either, unless you like screwy reflections.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
This new map, denoted by the format ***-ao.img, contains all non-emissive lighting information for your asset. For this texture, only two channels are used, one contains Ambient Occlusion information, while the other contains Cavity Occlusion information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55136</id>
		<title>PBR Reference Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55136"/>
		<updated>2017-12-20T17:19:05Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As of release 3.8.0, the FS2 Open engine supports Physically Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guide on the matter. This article is designed mostly as a reference guide that can serve as a basis for workflows and as a refresher if needed. &lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
The wikipedia pages on [https://en.wikipedia.org/wiki/Physically_based_rendering/ Physically Based Rendering] and [https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function/ BRDFs] are particularly good to read and keep in mind when working on PBR assets.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are many tools available to modders that can assist in the creation of assets.&lt;br /&gt;
&lt;br /&gt;
===Substance Painter===&lt;br /&gt;
[https://www.allegorithmic.com/products/substance-painter/ Substance Painter] is a 3D painting software created by Allegorithmic. It can be purchased under a multitude of plans (including a perpetual license), although an educational license is available. &lt;br /&gt;
&lt;br /&gt;
===Quixel Suite===&lt;br /&gt;
[http://quixel.se/ Quixel Suite] is a 3D painting tool created by Quixel that integrates with Adobe Photoshop CS4/5/6 and Creative Cloud. It is available under a perpetual license, with an educational discount available. &lt;br /&gt;
&lt;br /&gt;
Quixel Suite's biggest feature is the Quixel Megascans material library, which provides thousands of scanned PBR materials, with several hundred being included with the suite and a large variety of packs available for purchase. The included materials provide everything you need to get started, but some of the Megascans materials and masks are incredibly useful. &lt;br /&gt;
&lt;br /&gt;
QS provides the simplest transfer to FSO, as it features an export preset that produces textures compatible with the engine by default.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
The following tools will be covered in later tutorials and additions to this reference guide.&lt;br /&gt;
*[[Blender]]&lt;br /&gt;
*[[3D Studio Max]]&lt;br /&gt;
*[[GIMP]]&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
The PBR workflow for FSO introduces two new texture maps, as well as some constraints on old texture types.&lt;br /&gt;
Remember, PBR materials are (mostly) split up into two types:&lt;br /&gt;
*Dielectric&lt;br /&gt;
*Metallic&lt;br /&gt;
Technically, elements that we refer to as metalloids or semi-metals on the periodic table have some properties from both dielectrics and metals, but this will be covered later.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
Diffuse color information goes here. Basically, the only constraint you need to follow is that almost all metals are dark grays to black. Also, don't put your AO in here.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This map has the format, ***-reflect. It contains the following information in it's channels:&lt;br /&gt;
*RGB - Specular color.&lt;br /&gt;
*Alpha - Gloss/shininess.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
Contains ambient and cavity occlusion information.&lt;br /&gt;
&lt;br /&gt;
==Working with the Basics==&lt;br /&gt;
You can make a simple PBR texture set from your old diffuse texture.&lt;br /&gt;
If you wish to do so, try the following (I'll assume you're using photoshop):&lt;br /&gt;
&lt;br /&gt;
1. Open up your diffuse texture and remove all lighting information&lt;br /&gt;
&lt;br /&gt;
2. Make two groups and copy your diffuse texture into both of them.&lt;br /&gt;
&lt;br /&gt;
3. Name one group Diffuse and one Reflect.&lt;br /&gt;
&lt;br /&gt;
4. In the Diffuse group, create a fill layer containing all black (#000000). Select all the pixels you want to be metallic and copy that into the mask for the fill layer.(call this Mask 1). Voila, you now have a pretty good albedo texture.&lt;br /&gt;
&lt;br /&gt;
5. In the Reflect group, create a fill layer containing all gray (#383838). Copy Mask 1 into the mask for the fill layer and invert it. You've now got yourself most of the Reflectance map.&lt;br /&gt;
&lt;br /&gt;
6. Finally, create a new Alpha channel. Go back to your diffuse texture and select any pixels you want to have a specific gloss level, then use your selection as a mask for the gray value associated with the gloss you want. Darker grays are less glossy, lighter grays are more glossy.&lt;br /&gt;
&lt;br /&gt;
Now, just export the Diffuse group as your new diffuse texture and the Reflect group plus the Alpha channel as your -reflect map.&lt;br /&gt;
&lt;br /&gt;
==The Not So Basics==&lt;br /&gt;
This contains more in-depth explanations of the previously mentioned texture types.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
As before, the diffuse texture is supposed to contain diffuse color information. However, in the past, many people included color for metallic materials. With PBR textures, the diffuse map should contain only color information for dielectric materials. Dielectric materials are basically any material that has no metallic properties. This includes:&lt;br /&gt;
*Paints&lt;br /&gt;
*Plastics&lt;br /&gt;
*Most organic materials&lt;br /&gt;
*Most minerals&lt;br /&gt;
&lt;br /&gt;
Essentially, metals should be very dark grays to black, with the exception of a few members of the Gold/Platinum group (Gold has a very dark orange-brown diffuse color), while dielectrics can be whatever color you want.&lt;br /&gt;
&lt;br /&gt;
Additionally, the diffuse map should no longer contain any lighting information. The ambient occlusion map you bake for your asset should be in it's own texture now.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This new map, denoted by the format ***-reflect.img, replaces the shine map used by old assets. Shine maps contained specular color information in the RGB channels, as well as an &amp;quot;environment reflectance&amp;quot; value in the Alpha channel, which determined the mip level or accuracy of environment reflections. Reflectance maps rearrange how this information is stored; The RGB channels store specular color as the overall color and &amp;quot;metalness&amp;quot; as the magnitude of the color value, while the Alpha channel now contains the Gloss of the material. That's right, you can now do per pixel gloss instead of the old -ogl_spec commandline parameter.&lt;br /&gt;
&lt;br /&gt;
This texture should contain only color information for metallic materials. I shouldn't need to tell you what a metal is. Metals tend to be very bright white to gray, but can have some additional coloration like blue, although there's always copper and gold as notably colorful metals. Dielectrics should be dark to medium grays.&lt;br /&gt;
&lt;br /&gt;
No lighting information here either, unless you like screwy reflections.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
This new map, denoted by the format ***-ao.img, contains all non-emissive lighting information for your asset. For this texture, only two channels are used, one contains Ambient Occlusion information, while the other contains Cavity Occlusion information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55135</id>
		<title>PBR Reference Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55135"/>
		<updated>2017-12-20T17:17:38Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As of release 3.8.0, the FS2 Open engine supports Physically Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guide on the matter. This article is designed mostly as a reference guide that can serve as a basis for workflows and as a refresher if needed. &lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
The wikipedia pages on [https://en.wikipedia.org/wiki/Physically_based_rendering/ Physically Based Rendering] and [https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function/ BRDFs] are particularly good to read and keep in mind when working on PBR assets.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are many tools available to modders that can assist in the creation of assets.&lt;br /&gt;
&lt;br /&gt;
===Substance Painter===&lt;br /&gt;
[https://www.allegorithmic.com/products/substance-painter/ Substance Painter] is a 3D painting software created by Allegorithmic. It can be purchased under a multitude of plans (including a perpetual license), although an educational license is available. &lt;br /&gt;
&lt;br /&gt;
===Quixel Suite===&lt;br /&gt;
[http://quixel.se/ Quixel Suite] is a 3D painting tool created by Quixel that integrates with Adobe Photoshop CS4/5/6 and Creative Cloud. It is available under a perpetual license, with an educational discount available. &lt;br /&gt;
&lt;br /&gt;
Quixel Suite's biggest feature is the Quixel Megascans material library, which provides thousands of scanned PBR materials, with several hundred being included with the suite and a large variety of packs available for purchase. The included materials provide everything you need to get started, but some of the Megascans materials and masks are incredibly useful. &lt;br /&gt;
&lt;br /&gt;
QS provides the simplest transfer to FSO, as it features an export preset that produces textures compatible with the engine by default.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
The following tools will be covered in later tutorials and additions to this reference guide.&lt;br /&gt;
*[[Blender]]&lt;br /&gt;
*[[3D Studio Max]]&lt;br /&gt;
*[[GIMP]]&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
The PBR workflow for FSO introduces two new texture maps, as well as some constraints on old texture types.&lt;br /&gt;
Remember, PBR materials are (mostly) split up into two types:&lt;br /&gt;
*Dielectric&lt;br /&gt;
*Metallic&lt;br /&gt;
Technically, elements that we refer to as metalloids or semi-metals on the periodic table have some properties from both dielectrics and metals, but this will be covered later.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
Diffuse color information goes here. Basically, the only constraint you need to follow is that almost all metals are dark grays to black. Also, don't put your AO in here.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This map has the format, ***-reflect. It contains the following information in it's channels:&lt;br /&gt;
*RGB - Specular color.&lt;br /&gt;
*Alpha - Gloss/shininess.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
Contains ambient and cavity occlusion information.&lt;br /&gt;
&lt;br /&gt;
==Working with the Basics==&lt;br /&gt;
You can make a simple PBR texture set from your old diffuse texture.&lt;br /&gt;
If you wish to do so, try the following (I'll assume you're using photoshop):&lt;br /&gt;
&lt;br /&gt;
1. Open up your diffuse texture and remove all lighting information&lt;br /&gt;
&lt;br /&gt;
2. Make two groups and copy your diffuse texture into both of them.&lt;br /&gt;
&lt;br /&gt;
3. Name one group Diffuse and one Reflect.&lt;br /&gt;
&lt;br /&gt;
4. In the Diffuse group, create a fill layer containing all black (#000000). Select all the pixels you want to be metallic and copy that into the mask for the fill layer.(call this Mask 1). Voila, you now have a pretty good albedo texture.&lt;br /&gt;
&lt;br /&gt;
5. In the Reflect group, create a fill layer containing all gray (#383838). Copy Mask 1 into the mask for the fill layer and invert it. You've now got yourself most of the Reflectance map.&lt;br /&gt;
&lt;br /&gt;
6. Finally, create a new Alpha channel. Go back to your diffuse texture and select any pixels you want to have a specific gloss level, then use your selection as a mask for the gray value associated with the gloss you want. Darker grays are less glossy, lighter grays are more glossy.&lt;br /&gt;
&lt;br /&gt;
==The Not So Basics==&lt;br /&gt;
This contains more in-depth explanations of the previously mentioned texture types.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
As before, the diffuse texture is supposed to contain diffuse color information. However, in the past, many people included color for metallic materials. With PBR textures, the diffuse map should contain only color information for dielectric materials. Dielectric materials are basically any material that has no metallic properties. This includes:&lt;br /&gt;
*Paints&lt;br /&gt;
*Plastics&lt;br /&gt;
*Most organic materials&lt;br /&gt;
*Most minerals&lt;br /&gt;
&lt;br /&gt;
Essentially, metals should be very dark grays to black, with the exception of a few members of the Gold/Platinum group (Gold has a very dark orange-brown diffuse color), while dielectrics can be whatever color you want.&lt;br /&gt;
&lt;br /&gt;
Additionally, the diffuse map should no longer contain any lighting information. The ambient occlusion map you bake for your asset should be in it's own texture now.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This new map, denoted by the format ***-reflect.img, replaces the shine map used by old assets. Shine maps contained specular color information in the RGB channels, as well as an &amp;quot;environment reflectance&amp;quot; value in the Alpha channel, which determined the mip level or accuracy of environment reflections. Reflectance maps rearrange how this information is stored; The RGB channels store specular color as the overall color and &amp;quot;metalness&amp;quot; as the magnitude of the color value, while the Alpha channel now contains the Gloss of the material. That's right, you can now do per pixel gloss instead of the old -ogl_spec commandline parameter.&lt;br /&gt;
&lt;br /&gt;
This texture should contain only color information for metallic materials. I shouldn't need to tell you what a metal is. Metals tend to be very bright white to gray, but can have some additional coloration like blue, although there's always copper and gold as notably colorful metals. Dielectrics should be dark to medium grays.&lt;br /&gt;
&lt;br /&gt;
No lighting information here either, unless you like screwy reflections.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
This new map, denoted by the format ***-ao.img, contains all non-emissive lighting information for your asset. For this texture, only two channels are used, one contains Ambient Occlusion information, while the other contains Cavity Occlusion information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55133</id>
		<title>PBR Reference Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55133"/>
		<updated>2017-12-20T16:28:51Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As of release 3.8.0, the FS2 Open engine supports Physically Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guide on the matter. This article is designed mostly as a reference guide that can serve as a basis for workflows and as a refresher if needed. &lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
The wikipedia pages on [https://en.wikipedia.org/wiki/Physically_based_rendering/ Physically Based Rendering] and [https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function/ BRDFs] are particularly good to read and keep in mind when working on PBR assets.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are many tools available to modders that can assist in the creation of assets.&lt;br /&gt;
&lt;br /&gt;
===Substance Painter===&lt;br /&gt;
[https://www.allegorithmic.com/products/substance-painter/ Substance Painter] is a 3D painting software created by Allegorithmic. It can be purchased under a multitude of plans (including a perpetual license), although an educational license is available. &lt;br /&gt;
&lt;br /&gt;
===Quixel Suite===&lt;br /&gt;
[http://quixel.se/ Quixel Suite] is a 3D painting tool created by Quixel that integrates with Adobe Photoshop CS4/5/6 and Creative Cloud. It is available under a perpetual license, with an educational discount available. &lt;br /&gt;
&lt;br /&gt;
Quixel Suite's biggest feature is the Quixel Megascans material library, which provides thousands of scanned PBR materials, with several hundred being included with the suite and a large variety of packs available for purchase. The included materials provide everything you need to get started, but some of the Megascans materials and masks are incredibly useful. &lt;br /&gt;
&lt;br /&gt;
QS provides the simplest transfer to FSO, as it features an export preset that produces textures compatible with the engine by default.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
The following tools will be covered in later tutorials and additions to this reference guide.&lt;br /&gt;
*[[Blender]]&lt;br /&gt;
*[[3D Studio Max]]&lt;br /&gt;
*[[GIMP]]&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
The PBR workflow for FSO introduces two new texture maps, as well as some constraints on old texture types.&lt;br /&gt;
Remember, PBR materials are (mostly) split up into two types:&lt;br /&gt;
*Dielectric&lt;br /&gt;
*Metallic&lt;br /&gt;
Technically, elements that we refer to as metalloids or semi-metals on the periodic table have some properties from both dielectrics and metals, but this will be covered later.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
As before, the diffuse texture is supposed to contain diffuse color information. However, in the past, many people included color for metallic materials. With PBR textures, the diffuse map should contain only color information for dielectric materials. Dielectric materials are basically any material that has no metallic properties. This includes:&lt;br /&gt;
*Paints&lt;br /&gt;
*Plastics&lt;br /&gt;
*Most organic materials&lt;br /&gt;
*Most minerals&lt;br /&gt;
&lt;br /&gt;
Essentially, metals should be very dark grays to black, with the exception of a few members of the Gold/Platinum group (Gold has a very dark orange-brown diffuse color), while dielectrics can be whatever color you want.&lt;br /&gt;
&lt;br /&gt;
Additionally, the diffuse map should no longer contain any lighting information. The ambient occlusion map you bake for your asset should be in it's own texture now.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This new map, denoted by the format ***-reflect.img, replaces the shine map used by old assets. Shine maps contained specular color information in the RGB channels, as well as an &amp;quot;environment reflectance&amp;quot; value in the Alpha channel, which determined the mip level or accuracy of environment reflections. Reflectance maps rearrange how this information is stored; The RGB channels store specular color as the overall color and &amp;quot;metalness&amp;quot; as the magnitude of the color value, while the Alpha channel now contains the Gloss of the material. That's right, you can now do per pixel gloss instead of the old -ogl_spec commandline parameter.&lt;br /&gt;
&lt;br /&gt;
This texture should contain only color information for metallic materials. I shouldn't need to tell you what a metal is. Metals tend to be very bright white to gray, but can have some additional coloration like blue, although there's always copper and gold as notably colorful metals. Dielectrics should be dark to medium grays.&lt;br /&gt;
&lt;br /&gt;
No lighting information here either, unless you like screwy reflections.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
This new map, denoted by the format ***-ao.img, contains all non-emissive lighting information for your asset. For this texture, only two channels are used, one contains Ambient Occlusion information, while the other contains Cavity Occlusion information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Portal:Modding&amp;diff=55132</id>
		<title>Portal:Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Portal:Modding&amp;diff=55132"/>
		<updated>2017-12-20T16:17:48Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=center cellpadding=4 cellspacing=0 width=95% style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''The Freespace Modding Portal'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=4 cellspacing=1 width=30% style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''General'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[FS2 Data Structure|Data Structure]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[File Types]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[List of FRED-related topics|Mission design]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Modelling]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Tables]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Texturing]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[PBR Reference Guide]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Tutorials and Downloads'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[:Category:Tools|Modding Tools]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Tutorial - Beam Weapons|Beam Weapons reference]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Styxx's POF Conversion plugin for 3D Studio Max|3DS Max Exporter]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[:Category:Tutorials|Tutorials Category]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[:Category:Scripting Examples|Scripting Examples]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Video Tutorials]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[User-made Campaigns]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[User-made standalone missions]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[User-made Ships]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Welcome to the FreeSpace Modding portal. Though presently unfinished, the FS Modding portal will come to be the central hub of all modding-related information on the FS Wiki. It will, of course, have strong links to the SCP-related areas of the Wiki, but for now is reasonably isolated. Please help expand this portal by editing and adding to pages linked from it.&lt;br /&gt;
&lt;br /&gt;
For a complete list of modding-related articles, click [[List of modding-related articles|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding|*]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55131</id>
		<title>PBR Reference Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55131"/>
		<updated>2017-12-20T16:16:58Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As of release 3.8.0, the FS2 Open engine supports Physically Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guide on the matter. This article is designed mostly as a reference guide that can serve as a basis for workflows and as a refresher if needed. &lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
The wikipedia pages on [https://en.wikipedia.org/wiki/Physically_based_rendering/ Physically Based Rendering] and [https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function/ BRDFs] are particularly good to read and keep in mind when working on PBR assets.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are many tools available to modders that can assist in the creation of assets.&lt;br /&gt;
&lt;br /&gt;
===Substance Painter===&lt;br /&gt;
[https://www.allegorithmic.com/products/substance-painter/ Substance Painter] is a 3D painting software created by Allegorithmic. It can be purchased under a multitude of plans (including a perpetual license), although an educational license is available. &lt;br /&gt;
&lt;br /&gt;
===Quixel Suite===&lt;br /&gt;
[http://quixel.se/ Quixel Suite] is a 3D painting tool created by Quixel that integrates with Adobe Photoshop CS4/5/6 and Creative Cloud. It is available under a perpetual license, with an educational discount available. &lt;br /&gt;
&lt;br /&gt;
Quixel Suite's biggest feature is the Quixel Megascans material library, which provides thousands of scanned PBR materials, with several hundred being included with the suite and a large variety of packs available for purchase. The included materials provide everything you need to get started, but some of the Megascans materials and masks are incredibly useful. &lt;br /&gt;
&lt;br /&gt;
QS provides the simplest transfer to FSO, as it features an export preset that produces textures compatible with the engine by default.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
The following tools will be covered in later tutorials and additions to this reference guide.&lt;br /&gt;
*[[Blender]]&lt;br /&gt;
*[[3D Studio Max]]&lt;br /&gt;
*[[GIMP]]&lt;br /&gt;
&lt;br /&gt;
==The Workflow==&lt;br /&gt;
The PBR workflow for FSO introduces two new texture maps, as well as some constraints on old texture types.&lt;br /&gt;
Remember, PBR materials are (mostly) split up into two types:&lt;br /&gt;
*Dielectric&lt;br /&gt;
*Metallic&lt;br /&gt;
Technically, elements that we refer to as metalloids or semi-metals on the periodic table have some properties from both dielectrics and metals, but this will be covered later.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
As before, the diffuse texture is supposed to contain diffuse color information. However, in the past, many people included color for metallic materials. With PBR textures, the diffuse map should contain only color information for dielectric materials. Dielectric materials are basically any material that has no metallic properties. This includes:&lt;br /&gt;
*Paints&lt;br /&gt;
*Plastics&lt;br /&gt;
*Most organic materials&lt;br /&gt;
*Most minerals&lt;br /&gt;
&lt;br /&gt;
Essentially, metals should be very dark grays to black, with the exception of a few members of the Gold/Platinum group (Gold has a very dark orange-brown diffuse color), while dielectrics can be whatever color you want.&lt;br /&gt;
&lt;br /&gt;
Additionally, the diffuse map should no longer contain any lighting information. The ambient occlusion map you bake for your asset should be in it's own texture now.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This new map, denoted by the format ***-reflect.img, replaces the shine map used by old assets. Shine maps contained specular color information in the RGB channels, as well as an &amp;quot;environment reflectance&amp;quot; value in the Alpha channel, which determined the mip level or accuracy of environment reflections. Reflectance maps rearrange how this information is stored; The RGB channels store specular color as the overall color and &amp;quot;metalness&amp;quot; as the magnitude of the color value, while the Alpha channel now contains the Gloss of the material. That's right, you can now do per pixel gloss instead of the old -ogl_spec commandline parameter.&lt;br /&gt;
&lt;br /&gt;
This texture should contain only color information for metallic materials. I shouldn't need to tell you what a metal is. Metals tend to be very bright white to gray, but can have some additional coloration like blue, although there's always copper and gold as notably colorful metals. Dielectrics should be dark to medium grays.&lt;br /&gt;
&lt;br /&gt;
No lighting information here either, unless you like screwy reflections.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
This new map, denoted by the format ***-ao.img, contains all non-emissive lighting information for your asset. For this texture, only two channels are used, one contains Ambient Occlusion information, while the other contains Cavity Occlusion information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55130</id>
		<title>PBR Reference Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55130"/>
		<updated>2017-12-20T16:08:55Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As of release 3.8.0, the FS2 Open engine supports Physically Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guide on the matter. This article is designed mostly as a reference guide that can serve as a basis for workflows and as a refresher if needed. &lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
The wikipedia pages on [https://en.wikipedia.org/wiki/Physically_based_rendering/ Physically Based Rendering] and [https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function/ BRDFs] are particularly good to read and keep in mind when working on PBR assets.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are many tools available to modders that can assist in the creation of assets.&lt;br /&gt;
&lt;br /&gt;
===Substance Painter===&lt;br /&gt;
[https://www.allegorithmic.com/products/substance-painter/ Substance Painter] is a 3D painting software created by Allegorithmic. It can be purchased under a multitude of plans (including a perpetual license), although an educational license is available. &lt;br /&gt;
&lt;br /&gt;
===Quixel Suite===&lt;br /&gt;
[http://quixel.se/ Quixel Suite] is a 3D painting tool created by Quixel that integrates with Adobe Photoshop CS4/5/6 and Creative Cloud. It is available under a perpetual license, with an educational discount available. &lt;br /&gt;
&lt;br /&gt;
Quixel Suite's biggest feature is the Quixel Megascans material library, which provides thousands of scanned PBR materials, with several hundred being included with the suite and a large variety of packs available for purchase. The included materials provide everything you need to get started, but some of the Megascans materials and masks are incredibly useful. &lt;br /&gt;
&lt;br /&gt;
QS provides the simplest transfer to FSO, as it features an export preset that produces textures compatible with the engine by default.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
The following tools will be covered in later tutorials and additions to this reference guide.&lt;br /&gt;
*[[Blender]]&lt;br /&gt;
*[[3D Studio Max]]&lt;br /&gt;
*[[GIMP]]&lt;br /&gt;
&lt;br /&gt;
==The Workflow==&lt;br /&gt;
The PBR workflow for FSO introduces two new texture maps, as well as some constraints on old texture types.&lt;br /&gt;
Remember, PBR materials are (mostly) split up into two types:&lt;br /&gt;
*Dielectric&lt;br /&gt;
*Metallic&lt;br /&gt;
Technically, elements that we refer to as metalloids or semi-metals on the periodic table have some properties from both dielectrics and metals, but this will be covered later.&lt;br /&gt;
&lt;br /&gt;
===Diffuse/Albedo===&lt;br /&gt;
As before, the diffuse texture is supposed to contain diffuse color information. However, in the past, many people included color for metallic materials. With PBR textures, the diffuse map should contain only color information for dielectric materials. Dielectric materials are basically any material that has no metallic properties. This includes:&lt;br /&gt;
*Paints&lt;br /&gt;
*Plastics&lt;br /&gt;
*Most organic materials&lt;br /&gt;
*Most minerals&lt;br /&gt;
&lt;br /&gt;
Essentially, metals should be very dark grays to black, with the exception of a few members of the Gold/Platinum group (Gold has a very dark orange-brown diffuse color), while dielectrics can be whatever color you want.&lt;br /&gt;
&lt;br /&gt;
Additionally, the diffuse map should no longer contain any lighting information. The ambient occlusion map you bake for your asset should be in it's own texture now.&lt;br /&gt;
&lt;br /&gt;
===Specular/Reflectance===&lt;br /&gt;
This new map, denoted by the format ***-reflect.img, replaces the shine map used by old assets. Shine maps contained specular color information in the RGB channels, as well as an &amp;quot;environment reflectance&amp;quot; value in the Alpha channel, which determined the mip level or accuracy of environment reflections. Reflectance maps rearrange how this information is stored; The RGB channels store specular color as the overall color and &amp;quot;metalness&amp;quot; as the magnitude of the color value, while the Alpha channel now contains the Gloss of the material. That's right, you can now do per pixel gloss instead of the old -ogl_spec commandline parameter.&lt;br /&gt;
&lt;br /&gt;
This texture should contain only color information for metallic materials. I shouldn't need to tell you what a metal is. Metals tend to be very bright white to gray, but can have some additional coloration like blue, although there's always copper and gold as notably colorful metals. Dielectrics should be dark to medium grays.&lt;br /&gt;
&lt;br /&gt;
No lighting information here either, unless you like screwy reflections.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
This new map, denoted by the format ***-ao.img, contains all non-emissive lighting information for your asset. For this texture, only two channels are used, one contains Ambient Occlusion information, while the other contains Cavity Occlusion information.&lt;br /&gt;
&lt;br /&gt;
[[Category:*]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55129</id>
		<title>PBR Reference Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55129"/>
		<updated>2017-12-20T15:40:36Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As of release 3.8.0, the FS2 Open engine supports Physically-Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guide on the matter. This article is designed mostly as a reference guide that can serve as a basis for workflows and as a refresher if needed. &lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are many tools available to modders that can assist in the creation of assets.&lt;br /&gt;
&lt;br /&gt;
===Substance Painter===&lt;br /&gt;
[https://www.allegorithmic.com/products/substance-painter/ Substance Painter] is a 3D painting software created by Allegorithmic. It can be purchased under a multitude of plans (including a perpetual license), although an educational license is available. &lt;br /&gt;
&lt;br /&gt;
===Quixel Suite===&lt;br /&gt;
[http://quixel.se/ Quixel Suite] is a 3D painting tool created by Quixel that integrates with Adobe Photoshop CS4/5/6 and Creative Cloud. It is available under a perpetual license, with an educational discount available. &lt;br /&gt;
&lt;br /&gt;
Quixel Suite's biggest feature is the Quixel Megascans material library, which provides thousands of scanned PBR materials, with several hundred being included with the suite and a large variety of packs available for purchase. The included materials provide everything you need to get started, but some of the Megascans materials and masks are incredibly useful. &lt;br /&gt;
&lt;br /&gt;
QS provides the simplest transfer to FSO, as it features an export preset that produces textures compatible with the engine by default.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
The following tools will be covered in later tutorials and additions to this reference guide.&lt;br /&gt;
*[[Blender]]&lt;br /&gt;
*[[3D Studio Max]]&lt;br /&gt;
*[[GIMP]]&lt;br /&gt;
&lt;br /&gt;
==The Workflow==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:*]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55128</id>
		<title>PBR Reference Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55128"/>
		<updated>2017-12-20T15:40:26Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As of release 3.8.0, the FS2 Open engine supports Physically-Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guide on the matter. This article is designed mostly as a reference guide that can serve as a basis for workflows and as a refresher if needed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are many tools available to modders that can assist in the creation of assets.&lt;br /&gt;
&lt;br /&gt;
===Substance Painter===&lt;br /&gt;
[https://www.allegorithmic.com/products/substance-painter/ Substance Painter] is a 3D painting software created by Allegorithmic. It can be purchased under a multitude of plans (including a perpetual license), although an educational license is available. &lt;br /&gt;
&lt;br /&gt;
===Quixel Suite===&lt;br /&gt;
[http://quixel.se/ Quixel Suite] is a 3D painting tool created by Quixel that integrates with Adobe Photoshop CS4/5/6 and Creative Cloud. It is available under a perpetual license, with an educational discount available. &lt;br /&gt;
&lt;br /&gt;
Quixel Suite's biggest feature is the Quixel Megascans material library, which provides thousands of scanned PBR materials, with several hundred being included with the suite and a large variety of packs available for purchase. The included materials provide everything you need to get started, but some of the Megascans materials and masks are incredibly useful. &lt;br /&gt;
&lt;br /&gt;
QS provides the simplest transfer to FSO, as it features an export preset that produces textures compatible with the engine by default.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
The following tools will be covered in later tutorials and additions to this reference guide.&lt;br /&gt;
*[[Blender]]&lt;br /&gt;
*[[3D Studio Max]]&lt;br /&gt;
*[[GIMP]]&lt;br /&gt;
&lt;br /&gt;
==The Workflow==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:*]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55127</id>
		<title>PBR Reference Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Reference_Guide&amp;diff=55127"/>
		<updated>2017-12-20T15:36:18Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: Created page with &amp;quot;==Introduction== As of release 3.8.0, the FS2 Open engine supports Physically-Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guid...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As of release 3.8.0, the FS2 Open engine supports Physically-Based Rendering. Along with it comes many new hurdles for asset creators, and the need for a guide on the matter. This article is designed mostly as a reference guide that can serve as a basis for workflows and as a refresher if needed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are many tools available to modders that can assist in the creation of assets.&lt;br /&gt;
&lt;br /&gt;
===Substance Painter===&lt;br /&gt;
[https://www.allegorithmic.com/products/substance-painter/ Substance Painter] is a 3D painting software created by Allegorithmic. It can be purchased under a multitude of plans (including a perpetual license), although an educational license is available. &lt;br /&gt;
&lt;br /&gt;
===Quixel Suite===&lt;br /&gt;
[http://quixel.se/ Quixel Suite] is a 3D painting tool created by Quixel that integrates with Adobe Photoshop CS4/5/6 and Creative Cloud. It is available under a perpetual license, with an educational discount available. &lt;br /&gt;
&lt;br /&gt;
Quixel Suite's biggest feature is the Quixel Megascans material library, which provides thousands of scanned PBR materials, with several hundred being included with the suite and a large variety of packs available for purchase. The included materials provide everything you need to get started, but some of the Megascans materials and masks are incredibly useful. &lt;br /&gt;
&lt;br /&gt;
QS provides the simplest transfer to FSO, as it features an export preset that produces textures compatible with the engine by default.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Workflow==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45639</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45639"/>
		<updated>2016-09-22T23:15:13Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==PBR Map Types==&lt;br /&gt;
===Albedo===&lt;br /&gt;
The Albedo map replaces the diffuse map and is denoted by the basename texture (XXX.dds). Albedo maps contain no lighting information, so you will not multiply your ambient occlusion map into it. The link at the top of this article states that metals should have a black diffuse/albedo. This is misleading because many metals actually have visibly gray diffuse colors. For example, Silver has a diffuse of (30,30,30), making it a dark gray, while Steel and Aluminum have even darker diffuse colors at (5,5,5) and (13,13,13) respectively. Additionally, some metals do have colored diffuse. Gold is a perfect example for this, as it has a diffuse color of (36,13,3).&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
The Reflectance map replaces the shine map and is denoted by the basename followed by the -reflect suffix (XXX-reflect.dds). Reflectance maps contain specular colors in the RGB channels and gloss information in the alpha channel. Any material can be glossy or matte, use gloss as you see fit, especially for scratches and buffs. Metals tend to have high, colored specular values, while dielectrics tend to have low, gray specular values. Some metals have different specular values depending upon the purity of the material or additional alloying materials (e.g. Vanadium Steel is different from High Carbon Steel).&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
The Occlusion map is a new addition and is denoted by the basename followed by the -ao suffix (XXX-ao.dds). The Occlusion map holds Ambient Occlusion in the red channel and Cavity Occlusion in the green channel with the blue and alpha channels remaining empty. Ambient Occlusion is applied to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
Generally, creating new PBR textures is nearly identical to making them the old way, you just do it using physically accurate values for the Albedo and Reflectance maps. Additionally, there are a multitude of tools being released that enable automated creation of PBR assets. The examples I personally recommend are Quixel Suite, Marmoset Toolbag, and Substance Painter. Unfortunately, these tools are quite expensive, but you can actually use many of the techniques they implement in programs like GIMP and Photoshop. I'm going to be using Photoshop, but I will include the GIMP equivalent of a feature if required.&lt;br /&gt;
&lt;br /&gt;
[[Image:PBR_Nu_01.png|thumb|right|100px|My project setup.]]&lt;br /&gt;
Before we start, you will need in your GIMP/PS project: Two folders name Albedo and Reflectance respectively, the AO map, the UV map, and any tiled textures you want to use to generate normals or mask into the albedo and reflectance. Additionally, It's important that you have knowledge of how the mask and channel editors work for you application of choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
The same techniques apply to converting maps to PBR.&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next, we'll say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an RGB of (158,173,180) should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
Note: An actual Cavity Occlusion map sometimes is difficult to get, especially one that looks good, so a decent alternative is to copy the Ambient Occlusion into the green channel as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45630</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45630"/>
		<updated>2016-09-03T20:57:48Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==PBR Map Types==&lt;br /&gt;
===Albedo===&lt;br /&gt;
The Albedo map replaces the diffuse map and is denoted by the basename texture (XXX.dds). Albedo maps contain no lighting information, so you will not multiply your ambient occlusion map into it. The link at the top of this article states that metals should have a black diffuse/albedo. This is misleading because many metals actually have visibly gray diffuse colors. For example, Silver has a diffuse of (30,30,30), making it a dark gray, while Steel and Aluminum have even darker diffuse colors at (5,5,5) and (13,13,13) respectively. Additionally, some metals do have colored diffuse. Gold is a perfect example for this, as it has a diffuse color of (36,13,3).&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
The Reflectance map replaces the shine map and is denoted by the basename followed by the -reflect suffix (XXX-reflect.dds). Reflectance maps contain specular colors in the RGB channels and gloss information in the alpha channel. Any material can be glossy or matte, use gloss as you see fit, especially for scratches and buffs. Metals tend to have high, colored specular values, while dielectrics tend to have low, gray specular values. Some metals have different specular values depending upon the purity of the material or additional alloying materials (e.g. Vanadium Steel is different from High Carbon Steel).&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
The Occlusion map is a new addition and is denoted by the basename followed by the -ao suffix (XXX-ao.dds). The Occlusion map holds Ambient Occlusion in the red channel and Cavity Occlusion in the green channel with the blue and alpha channels remaining empty. Ambient Occlusion is applied to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
Generally, creating new PBR textures is nearly identical to making them the old way, you just do it using physically accurate values for the Albedo and Reflectance maps. Additionally, there are a multitude of tools being released that enable automated creation of PBR assets. The examples I personally recommend are Quixel Suite, Marmoset Toolbag, and Substance Painter. Unfortunately, these tools are quite expensive, but you can actually use many of the techniques they implement in programs like GIMP and Photoshop. I'm going to be using Photoshop, but I will include the GIMP equivalent of a feature if required.&lt;br /&gt;
&lt;br /&gt;
[[Image:PBR_Nu_01.png|thumb|right|100px|My project setup.]]&lt;br /&gt;
Before we start, you will need in your GIMP/PS project: Two folders name Albedo and Reflectance respectively, the AO map, the UV map, and any tiled textures you want to use to generate normals or mask into the albedo and reflectance. Additionally, It's important that you have knowledge of how the mask and channel editors work for you application of choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next, we'll say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an RGB of (158,173,180) should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
Note: An actual Cavity Occlusion map sometimes is difficult to get, especially one that looks good, so a decent alternative is to copy the Ambient Occlusion into the green channel as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45629</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45629"/>
		<updated>2016-09-03T20:45:39Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==PBR Map Types==&lt;br /&gt;
===Albedo===&lt;br /&gt;
The Albedo map replaces the diffuse map and is denoted by the basename texture (XXX.dds). Albedo maps contain no lighting information, so you will not multiply your ambient occlusion map into it. The link at the top of this article states that metals should have a black diffuse/albedo. This is misleading because many metals actually have visibly gray diffuse colors. For example, Silver has a diffuse of (30,30,30), making it a dark gray, while Steel and Aluminum have even darker diffuse colors at (5,5,5) and (13,13,13) respectively.&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
The Reflectance map replaces the shine map and is denoted by the basename followed by the -reflect suffix (XXX-reflect.dds). Reflectance maps contain specular colors in the RGB channels and gloss information in the alpha channel. Any material can be glossy or matte, use gloss as you see fit, especially for scratches and buffs. Metals tend to have high, colored specular values, while dielectrics tend to have low, gray specular values. Some metals have different specular values depending upon the purity of the material or additional alloying materials (e.g. Vanadium Steel is different from High Carbon Steel).&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
The Occlusion map is a new addition and is denoted by the basename followed by the -ao suffix (XXX-ao.dds). The Occlusion map holds Ambient Occlusion in the red channel and Cavity Occlusion in the green channel with the blue and alpha channels remaining empty. Ambient Occlusion is applied to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
Generally, creating new PBR textures is nearly identical to making them the old way, you just do it using physically accurate values for the Albedo and Reflectance maps. Additionally, there are a multitude of tools being released that enable automated creation of PBR assets. The examples I personally recommend are Quixel Suite, Marmoset Toolbag, and Substance Painter. Unfortunately, these tools are quite expensive, but you can actually use many of the techniques they implement in programs like GIMP and Photoshop. I'm going to be using Photoshop, but I will include the GIMP equivalent of a feature if required.&lt;br /&gt;
&lt;br /&gt;
[[Image:PBR_Nu_01.png|thumb|right|100px|My project setup.]]&lt;br /&gt;
Before we start, you will need in your GIMP/PS project: Two folders name Albedo and Reflectance respectively, the AO map, the UV map, and any tiled textures you want to use to generate normals or mask into the albedo and reflectance. Additionally, It's important that you have knowledge of how the mask and channel editors work for you application of choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next, we'll say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an RGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
Note: An actual Cavity Occlusion map sometimes is difficult to get, especially one that looks good, so a decent alternative is to copy the Ambient Occlusion into the green channel as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45628</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45628"/>
		<updated>2016-09-03T20:42:26Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==PBR Map Types==&lt;br /&gt;
===Albedo===&lt;br /&gt;
The Albedo map replaces the diffuse map and is denoted by the basename texture (XXX.dds). Albedo maps contain no lighting information, so you will not multiply your ambient occlusion map into it. The link at the top of this article states that metals should have a black diffuse/albedo. This is misleading because many metals actually have visibly gray diffuse colors. For example, Silver has a diffuse of (30,30,30), making it a dark gray, while Steel and Aluminum have even darker diffuse colors at (5,5,5) and (13,13,13) respectively. Some metals do not exactly follow these rules (Gold for example), having slightly colored diffuse values that change with respect to minimal changes in their purity.&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
The Reflectance map replaces the shine map and is denoted by the basename followed by the -reflect suffix (XXX-reflect.dds). Reflectance maps contain specular colors in the RGB channels and gloss information in the alpha channel. Any material can be glossy or matte, use gloss as you see fit, especially for scratches and buffs. Metals tend to have high, colored specular values, while dielectrics tend to have low, gray specular values.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
The Occlusion map is a new addition and is denoted by the basename followed by the -ao suffix (XXX-ao.dds). The Occlusion map holds Ambient Occlusion in the red channel and Cavity Occlusion in the green channel with the blue and alpha channels remaining empty. Ambient Occlusion is applied to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
Generally, creating new PBR textures is nearly identical to making them the old way, you just do it using physically accurate values for the Albedo and Reflectance maps. Additionally, there are a multitude of tools being released that enable automated creation of PBR assets. The examples I personally recommend are Quixel Suite, Marmoset Toolbag, and Substance Painter. Unfortunately, these tools are quite expensive, but you can actually use many of the techniques they implement in programs like GIMP and Photoshop. I'm going to be using Photoshop, but I will include the GIMP equivalent of a feature if required.&lt;br /&gt;
&lt;br /&gt;
[[Image:PBR_Nu_01.png|thumb|right|100px|My project setup.]]&lt;br /&gt;
Before we start, you will need in your GIMP/PS project: Two folders name Albedo and Reflectance respectively, the AO map, the UV map, and any tiled textures you want to use to generate normals or mask into the albedo and reflectance. Additionally, It's important that you have knowledge of how the mask and channel editors work for you application of choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next, we'll say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an RGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
Note: An actual Cavity Occlusion map sometimes is difficult to get, especially one that looks good, so a decent alternative is to copy the Ambient Occlusion into the green channel as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Weapons.tbl&amp;diff=45610</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Weapons.tbl&amp;diff=45610"/>
		<updated>2016-08-08T01:10:10Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: /* $BeamInfo: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2016-06-05|cb9c669}}&lt;br /&gt;
&lt;br /&gt;
The '''weapons.tbl''' defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;beam&amp;quot;''' flag&lt;br /&gt;
*'''[[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;flak&amp;quot;''' flag&lt;br /&gt;
*'''&amp;quot;particle spew&amp;quot;''' flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A '''.pof''' model must be defined ( usually '''Hornet.pof''' )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''End''' before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Primary Weapons'''&lt;br /&gt;
***Defines all '''standard primaries weapons''' as well as '''beam cannons''' and '''flak cannons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Secondary Weapons'''&lt;br /&gt;
***Defines all '''secondary weapons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Beam Weapons'''&lt;br /&gt;
***I haven't got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''[[Weapons.tbl#Countermeasures|Countermeasures]]'''&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**'''$Player Weapon Precedence'''&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it's going to be used by the player, keep it under 12 characters so it doesn't spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: '''#''' and '''@'''. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon 's subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren't based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''Standard Issue&lt;br /&gt;
''Level 3 Hull Damage&lt;br /&gt;
''Level 2 Shield Damage''&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: '''''String''''', animation filename&lt;br /&gt;
**Example: ''Tech_Subach_HL-7''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''The Subach-Innes HL-7...''&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera's zoomed in, defines camera's FOV.&lt;br /&gt;
*Syntax: '''''Float''''', radians}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: '''''String''''', either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from '''''@Laser Bitmap:''''' and ending to '''''@Laser Tail Radius:''''' are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is 'none'.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: '''''String.pof''''' or ''none'', model filename&lt;br /&gt;
**Example: ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: ''(0, 80, 300, 900)''}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It's no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player's camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is 'multiplied' by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect's lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect's lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect's lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie ''$Mass: 3'' and ''$Velocity: 200'' has much weaker kinetic effect than ''$Mass: 3'' and ''$Velocity: 1000''. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, '''''$Velocity x $Lifetime = range'''''.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn't apply to 3.6.14+)&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. '''''Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.'''''&lt;br /&gt;
*Syntax: '''''Float''''', seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: '''''Float''''', damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
'''REQUIRES:''' [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String''''', name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships' weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: '''''Float''''', range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target's predicted position. This parameter can be used to adjust the size of this cones' base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: '''''Float''''', radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.&lt;br /&gt;
*Syntax: '''''Float''''', penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated.&lt;br /&gt;
*Syntax: '''''Angle''''', three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at '''Arm time''' and '''Arm distance''' are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*'''''+Shockwave damage:'''''&lt;br /&gt;
*'''''+Shockwave damage type:'''''&lt;br /&gt;
*'''''+Blast Force:'''''&lt;br /&gt;
*'''''+Inner Radius:'''''&lt;br /&gt;
*'''''+Outer Radius:'''''&lt;br /&gt;
*'''''+Shockwave Speed:'''''&lt;br /&gt;
*'''''+Shockwave Rotation:'''''&lt;br /&gt;
*'''''+Shockwave Model:'''''&lt;br /&gt;
*'''''+Shockwave Name:'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
'''This option is exclusive to secondaries.'''&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
*The bolts of primaries will turn to face their target if this option is set to YES... but is otherwise the same as a normal bolt ( when the option is set to NO ).&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
&lt;br /&gt;
===='''+Type:'''====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: '''''String''''', ''ASPECT'' or ''HEAT''&lt;br /&gt;
{{Table3610| An additional option, ''JAVELIN'', has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Turn Time:'''====&lt;br /&gt;
Determines how well the missile maneuvers. Is defined as the number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+View Cone:'''====&lt;br /&gt;
'''Heat-seeking missiles only'''&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon's viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile's centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: '''''Float''''', degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Min Lock Time:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===='''+Lock Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Penalty:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: '''''Integer''''', pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Seeker Strength:'''====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as '''[[#$Countermeasure:|cm type effectiveness]]'''/'''seeker strength''' (missile must be within the countermeasures '''[[#$Countermeasure:|+Effective Radius:]]'''&lt;br /&gt;
*Syntax: '''''Float''''', seeker strength}}&lt;br /&gt;
&lt;br /&gt;
===='''+Target Lead Scaler:'''====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: '''''Float''''', default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it's a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for 'burst fire weapons'. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+SwarmWait:'''&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
***Max: 0.5 (Resets to default if set over 0.5)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time::===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon's velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit::===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship's velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: '''''Float''''', percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO currently parses but doesn't use the value, and prints a warning in the log saying that the value will not be used.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: '''''Integer''''', Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when this weapon tracks a target.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when this weapon has locked onto its target.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the missile is currently flying.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Inflight sound type'''&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***''''''TARGETED'''''': The sound is played when the missile tracks a target&lt;br /&gt;
***''''''UNTARGETED'''''': The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***''''''ALWAYS'''''': The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: '''''Float''''', missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by '''+override''' option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all '''homing'''-related flags as well as '''swarm''', '''variable lead''', '''trail''', '''TAG''', and '''transparent''' settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: '''''+override'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*'''+Start Width:'''&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+End Width:'''&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Start Alpha:'''&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+End Alpha:'''&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+Max Life:'''&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Bitmap:'''&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+Faded Out Sections:'''&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: '''''Integer''''', number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Impact Explosion'' and ''$Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: '''''Float''''', meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: '''''Float''''', meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Dinky Impact Explosion'' and ''$Dinky Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: '''''String''''', muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*'''+Num Fired:'''&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: '''''Integer''''', number of missiles&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Fire Delay:'''&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Counter rotate:'''&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: '''''Boolean''''', ''0'' or ''1'', no or yes&lt;br /&gt;
*'''+Twist:'''&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: '''''Float''''', radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. '''+New Style:''' and '''+Old Style:''' options are mutually exclusive.&lt;br /&gt;
*'''+New Style:'''&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*'''+Old Style:'''&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*'''+Area Of Effect'''&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon's blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn't necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Intensity:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. '''''Has been deprecated'''''.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Lifetime:'''&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Engine Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Weapon Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Turret Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Sensors Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Randomness Time:'''&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the ''Old Style'' mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. ''Value'' gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be ''Value*2''.&lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: '''''Float''''', degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be '''''aspect seeking missile''''' and must have '''''[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]''''' flag.&lt;br /&gt;
*'''+Warpout Delay:'''&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warpin Delay:'''&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Stage 5 Velocity:'''&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: '''''Float''''', meters per second&lt;br /&gt;
*'''+Warpin Radius:'''&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Lock Range:'''&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as '''cm type effectiveness'''/'''[[#+Seeker Strength:|seeker strength]]''' (missile must be within the countermeasures '''+Effective Radius:''').&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after '''any countermeasure''' is created in the mission. No, this doesn't seem to make much sense.&lt;br /&gt;
*'''Provisional'''; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
===='''+Heat Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Aspect Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Effective Radius:'''====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see '''+Single Missile Kill:''')&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within '''+Missile Detonation Radius:'''&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: '''''Integer''''',, only values from 0 to 4 are legal&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Warmup:'''&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warmdown:'''&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PCount:'''&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+PRadius:'''&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PAngle:'''&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: '''''Float''''', angle of the cone&lt;br /&gt;
*'''+PAni:'''&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Miss Factor:'''&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: '''''Miss Factor''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''IFF specific miss factors'''&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: '''''+&amp;lt;IFF&amp;gt; Miss Factor:''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*'''+BeamSound:'''&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmupSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmdownSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Muzzleglow:'''&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*'''+Directional Glow:'''&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: '''''Float''''', length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
*'''+Shots:'''&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+ShrinkFactor:'''&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+ShrinkPct:'''&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Range:'''&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Attenuation:'''&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: '''''Float''''', from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+BeamWidth:'''&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
{{Table38|&lt;br /&gt;
*'''+Beam Flash Particle Effect:'''&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: '''''String''''', particle effect name&lt;br /&gt;
**If this is specified then '''+Beam Flash Effect''' and '''+Beam Flash Radius''' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*'''+Beam Flash Effect:'''&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Flash Radius:'''&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect:'''&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Piercing Radius:'''&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Splash Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Variance:'''&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
*'''$Section:'''&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Index:'''&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only needed when editing beams that already exist in other tables.&lt;br /&gt;
:**Syntax: '''''Integer''''', index number legal values are from 0 to 5&lt;br /&gt;
:*'''+remove'''&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*'''+nocreate'''&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*'''+Width:'''&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: '''''Float''''', meters&lt;br /&gt;
:*'''+Texture:'''&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: '''''String''''', filename&lt;br /&gt;
:*'''+RGBA Inner:'''&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*'''+RGBA Outer:'''&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*'''+Flicker:'''&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: '''''Float''''', value from 0 to 1&lt;br /&gt;
:*'''+Zadd:'''&lt;br /&gt;
:**Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
:**Syntax: '''''Float'''''&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Tile Factor:'''&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: '''''Float''''', '''''Integer'''''&lt;br /&gt;
:*'''+Translation:'''&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Index:'''&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Remove'''&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: '''''String'', Default, Helix, Sparkler, Ring, or Plume '''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Count:'''&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Time:'''&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Vel:'''&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Scale:'''&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Z Scale:'''&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Rotation Rate:'''&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: '''''Float'', may be negative, useful for setting up 2 spews that spin in opposite directions'''&lt;br /&gt;
*'''+Offset:'''&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
*'''+Initial Velocity:'''&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively&lt;br /&gt;
*'''Note''': TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: '''''Float''''', degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*'''+texture:'''&lt;br /&gt;
**Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures)&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+backface texture:'''&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+radius:'''&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+burn time:'''&lt;br /&gt;
**Defines the time the '''''-burn''''' texture appears on the target&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for 'alpha animations'&lt;br /&gt;
*'''+Alpha:'''&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Min:'''&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Cycle:'''&lt;br /&gt;
**Defines the change in alpha per frame, between '''Alpha''' and '''Alpha Min''' values&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with '''&amp;quot;bomb&amp;quot;''' flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( '''$Burst Delay:''' ) delay than usually&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( '''''String''''' '''''String''''' ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***'''&amp;quot;fast firing&amp;quot;''', acts as if '''same turret cooldown''' flag would be used between the shots in the burst.&lt;br /&gt;
***'''&amp;quot;random length&amp;quot;''', makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster's glow type effect&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. '''$Substitute:''' can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither ''+period'' or ''+index'' is specified, it is assumed to be equivalent to ''+index: '''0'''''.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Weapon Name'''''&lt;br /&gt;
*'''Swarm missiles act in a strange way when used with $Substitute, use at your own risk.'''}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute '''Weapon Name''' every ''period'' shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the '''Weapon Name''' at firepoint ''index'' in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint ''index'' will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.'''&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn ''Name'',''Value''&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single 'carrier' weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn ''Name'',''Value''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''EXTREMELY IMPORTANT NOTE:'''&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, '''USE THIS FLAG'''.&lt;br /&gt;
**Not using it can cause problems within fs_open and it's a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it's still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target's energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you're firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned 'child' weapons to use parent weapon's target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is '''not''' affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
'''Only valid for countermeasures!'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
'''If you use a TBM to give this flag to an existing weapon, you'll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.&lt;br /&gt;
'''Do not use this with MVPs or retail ships unless you increase their density to 10 or use either $Recoil Modifier: in weapons.tbl or $Ship Recoil Modifier in ships.tbl. This is to avoid exaggerated effects due to retail models having manually defined masses.'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don't spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: '''''String''''', name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: '''''Float''''', meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure's life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*'''$Lifetime Min:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''$Lifetime Max:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;'''''), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45603</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45603"/>
		<updated>2016-08-03T20:18:53Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==PBR Map Types==&lt;br /&gt;
===Albedo===&lt;br /&gt;
The Albedo map replaces the diffuse map and is denoted by the basename texture (XXX.dds). Albedo maps contain no lighting information, so you will not multiply your ambient occlusion map into it.&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
The Reflectance map replaces the shine map and is denoted by the basename followed by the -reflect suffix (XXX-reflect.dds). Reflectance maps contain specular colors in the RGB channels and gloss information in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
The Occlusion map is a new addition and is denoted by the basename followed by the -ao suffix (XXX-ao.dds). The Occlusion map holds Ambient Occlusion in the red channel and Cavity Occlusion in the green channel with the blue and alpha channels remaining empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
Generally, creating new PBR textures is nearly identical to making them the old way, you just do it using physically accurate values for the Albedo and Reflectance maps. Additionally, there are a multitude of tools being released that enable automated creation of PBR assets. The examples I personally recommend are Quixel Suite, Marmoset Toolbag, and Substance Painter. Unfortunately, these tools are quite expensive, but you can actually use many of the techniques they implement in programs like GIMP and Photoshop. I'm going to be using Photoshop, but I will include the GIMP equivalent of a feature if required.&lt;br /&gt;
&lt;br /&gt;
[[Image:PBR_Nu_01.png|thumb|right|100px|My project setup.]]&lt;br /&gt;
Before we start, you will need in your GIMP/PS project: Two folders name Albedo and Reflectance respectively, the AO map, the UV map, and any tiled textures you want to use to generate normals or mask into the albedo and reflectance. Additionally, It's important that you have knowledge of how the mask and channel editors work for you application of choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next, we'll say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an RGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
Note: An actual Cavity Occlusion map sometimes is difficult to get, especially one that looks good, so a decent alternative is to copy the Ambient Occlusion into the green channel as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=File:PBR_Nu_01.png&amp;diff=45602</id>
		<title>File:PBR Nu 01.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=File:PBR_Nu_01.png&amp;diff=45602"/>
		<updated>2016-08-03T20:05:38Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45601</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45601"/>
		<updated>2016-08-03T20:02:00Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==PBR Map Types==&lt;br /&gt;
===Albedo===&lt;br /&gt;
The Albedo map replaces the diffuse map and is denoted by the basename texture (XXX.dds). Albedo maps contain no lighting information, so you will not multiply your ambient occlusion map into it.&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
The Reflectance map replaces the shine map and is denoted by the basename followed by the -reflect suffix (XXX-reflect.dds). Reflectance maps contain specular colors in the RGB channels and gloss information in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
The Occlusion map is a new addition and is denoted by the basename followed by the -ao suffix (XXX-ao.dds). The Occlusion map holds Ambient Occlusion in the red channel and Cavity Occlusion in the green channel with the blue and alpha channels remaining empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
Generally, creating new PBR textures is nearly identical to making them the old way, you just do it using physically accurate values for the Albedo and Reflectance maps. Additionally, there are a multitude of tools being released that enable automated creation of PBR assets. The examples I personally recommend are Quixel Suite, Marmoset Toolbag, and Substance Painter.&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next, we'll say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an RGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
Note: An actual Cavity Occlusion map sometimes is difficult to get, especially one that looks good, so a decent alternative is to copy the Ambient Occlusion into the green channel as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45584</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45584"/>
		<updated>2016-07-26T17:26:35Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==PBR Map Types==&lt;br /&gt;
===Albedo===&lt;br /&gt;
The Albedo map replaces the diffuse map and is denoted by the basename texture (XXX.dds). Albedo maps contain no lighting information, so you will not multiply your ambient occlusion map into it.&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
The Reflectance map replaces the shine map and is denoted by the basename followed by the -reflect suffix (XXX-reflect.dds). Reflectance maps contain specular colors in the RGB channels and gloss information in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
The Occlusion map is a new addition and is denoted by the basename followed by the -ao suffix (XXX-ao.dds). The Occlusion map holds Ambient Occlusion in the red channel and Cavity Occlusion in the green channel with the blue and alpha channels remaining empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next, we'll say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an RGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
Note: An actual Cavity Occlusion map sometimes is difficult to get, especially one that looks good, so a decent alternative is to copy the Ambient Occlusion into the green channel as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
Generally, creating new PBR textures is nearly identical to making them the old way, you just do it using physically accurate values for the Albedo and Reflectance maps. Additionally, there are a multitude of tools being released that enable automated creation of PBR assets. The examples I personally recommend are Quixel Suite, Marmoset Toolbag, and Substance Painter.&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45583</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45583"/>
		<updated>2016-07-26T17:23:36Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==PBR Map Types==&lt;br /&gt;
===Albedo===&lt;br /&gt;
The Albedo map replaces the diffuse map and is denoted by the basename texture (XXX.dds). Albedo maps contain no lighting information, so you will not multiply your ambient occlusion map into it.&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
The Reflectance map replaces the shine map and is denoted by the basename followed by the -reflect suffix (XXX-reflect.dds). Reflectance maps contain specular colors in the RGB channels and gloss information in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
The Occlusion map is a new addition and is denoted by the basename followed by the -ao suffix (XXX-ao.dds). The Occlusion map holds Ambient Occlusion in the red channel and Cavity Occlusion in the green channel with the blue and alpha channels remaining empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next, we'll say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
Generally, creating new PBR textures is nearly identical to making them the old way, you just do it using physically accurate values for the Albedo and Reflectance maps. Additionally, there are a multitude of tools being released that enable automated creation of PBR assets. The examples I personally recommend are Quixel Suite, Marmoset Toolbag, and Substance Painter.&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45582</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45582"/>
		<updated>2016-07-26T17:23:09Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==PBR Map Types==&lt;br /&gt;
===Albedo===&lt;br /&gt;
The Albedo map replaces the diffuse map and is denoted by the basename texture (XXX.dds). Albedo maps contain no lighting information, so you will not multiply your ambient occlusion map into it.&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
The Reflectance map replaces the shine map and is denoted by the basename followed by the -reflect suffix (XXX-reflect.dds). Reflectance maps contain specular colors in the RGB channels and gloss information in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
The Occlusion map is a new addition and is denoted by the basename followed by the -ao suffix (XXX-ao.dds). The Occlusion map holds Ambient Occlusion in the red channel and Cavity Occlusion in the green channel with the blue and alpha channels remaining empty.&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next, we'll say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
Generally, creating new PBR textures is nearly identical to making them the old way, you just do it using physically accurate values for the Albedo and Reflectance maps. Additionally, there are a multitude of tools being released that enable automated creation of PBR assets. The examples I personally recommend are Quixel Suite, Marmoset Toolbag, and Substance Painter.&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45578</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45578"/>
		<updated>2016-07-26T04:23:59Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==PBR Map Types==&lt;br /&gt;
===Albedo===&lt;br /&gt;
The Albedo map replaces the diffuse map and is denoted by the basename texture (XXX.dds). Albedo maps contain no lighting information, so you will not multiply your ambient occlusion map into it.&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
The Reflectance map replaces the shine map and is denoted by the basename followed by the -reflect suffix (XXX-reflect.dds). Reflectance maps contain specular colors in the RGB channels and gloss information in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
The Occlusion map is a new addition and is denoted by the basename followed by the -ao suffix (XXX-ao.dds). The Occlusion map holds Ambient Occlusion in the red channel and Cavity Occlusion in the green channel with the blue and alpha channels remaining empty.&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
Generally, creating new PBR textures is nearly identical to making them the old way, you just do it using physically accurate values for the Albedo and Reflectance maps. Additionally, there are a multitude of tools being released that enable automated creation of PBR assets. The examples I personally recommend are Quixel Suite, Marmoset Toolbag, and Substance Painter.&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45575</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45575"/>
		<updated>2016-07-25T01:54:08Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
Generally, creating new PBR textures is nearly identical to making them the old way, you just do it using physically accurate values for the Albedo and Reflectance maps. Additionally, there are a multitude of tools being released that enable automated creation of PBR assets. The examples I personally recommend are Quixel Suite, Marmoset Toolbag, and Substance Painter.&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45574</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45574"/>
		<updated>2016-07-25T01:49:55Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo/Diffuse===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45573</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45573"/>
		<updated>2016-07-25T01:49:37Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45572</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45572"/>
		<updated>2016-07-25T01:49:07Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==Converting Existing Maps==&lt;br /&gt;
&lt;br /&gt;
===Albedo===&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflectance===&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambient and Cavity Occlusion===&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making new maps==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45571</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45571"/>
		<updated>2016-07-25T01:48:26Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
===Converting Existing Maps===&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reflectance==&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ambient and Cavity Occlusion==&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Making new maps===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45570</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45570"/>
		<updated>2016-07-24T23:56:35Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reflectance==&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|The reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ambient and Cavity Occlusion==&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45569</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45569"/>
		<updated>2016-07-24T23:54:41Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reflectance==&lt;br /&gt;
[[Image:PBRTut02.png|thumb|left|200px|The specular mask]]&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|Our resultant reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ambient and Cavity Occlusion==&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45568</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45568"/>
		<updated>2016-07-24T23:54:16Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: /* Reflectance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reflectance==&lt;br /&gt;
[[Image:PBRTut02.png|thumb|left|200px|The specular mask]]&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|Our resultant reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
==Ambient and Cavity Occlusion==&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45567</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45567"/>
		<updated>2016-07-24T23:14:34Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: /* Ambient and Cavity Occlusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reflectance==&lt;br /&gt;
[[Image:PBRTut02.png|thumb|left|200px|The specular mask]]&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|Our resultant reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ambient and Cavity Occlusion==&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
In the shaders, Ambient Occlusion is applied only to ambient lighting while Cavity Occlusion is applied to the diffuse and specular lighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45566</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45566"/>
		<updated>2016-07-24T23:13:31Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reflectance==&lt;br /&gt;
[[Image:PBRTut02.png|thumb|left|200px|The specular mask]]&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|Our resultant reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
==Ambient and Cavity Occlusion==&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45565</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45565"/>
		<updated>2016-07-24T23:12:35Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reflectance==&lt;br /&gt;
[[Image:PBRTut02.png|thumb|left|200px|The specular mask]]&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|Our resultant reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ambient and Cavity Occlusion==&lt;br /&gt;
[[Image:PBRTutAO.png|thumb|right|300px|Left to Right: The combined, Ambient Occlusion, and Cavity Occlusion maps.]]&lt;br /&gt;
The -ao maps in FSO hold the information of two different map types, Ambient Occlusion (red channel) and Cavity Occlusion (green channel). Ambient Occlusion can be baked in Blender, Maya, or 3DS MAX, but Cavity Occlusion cannot. This is rather unfortunate as it leaves xNormal as one of the sole solutions and it isn't able to bake Cavity Occlusion maps using hardware, so be prepared for 20 minute to 2 hour bake times depending on the resolution of your maps and the accuracy of your settings.&lt;br /&gt;
&lt;br /&gt;
As the AO maps in FSO now only use two of the four channels in an image, you can leave the blue and alpha channels alone when editing them. This also leads to some pretty funky looking textures...&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=File:PBRTutAO.png&amp;diff=45564</id>
		<title>File:PBRTutAO.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=File:PBRTutAO.png&amp;diff=45564"/>
		<updated>2016-07-24T23:11:05Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: uploaded a new version of &amp;quot;File:PBRTutAO.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=File:PBRTutAO.png&amp;diff=45563</id>
		<title>File:PBRTutAO.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=File:PBRTutAO.png&amp;diff=45563"/>
		<updated>2016-07-24T23:09:53Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: uploaded a new version of &amp;quot;File:PBRTutAO.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=File:PBRTutAO.png&amp;diff=45562</id>
		<title>File:PBRTutAO.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=File:PBRTutAO.png&amp;diff=45562"/>
		<updated>2016-07-24T23:07:31Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45557</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45557"/>
		<updated>2016-07-23T00:04:27Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reflectance==&lt;br /&gt;
[[Image:PBRTut02.png|thumb|left|200px|The specular mask]]&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|Our resultant reflectance map]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ambient and Cavity Occlusion==&lt;br /&gt;
To be finished&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45556</id>
		<title>PBR Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBR_Workflow&amp;diff=45556"/>
		<updated>2016-07-21T23:08:19Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is recommended that you read the [https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit Physically Based Rendering Encyclopedia] before examining this document as it covers the theory behind PBR. While not required, it does cover more complex topics that may assist you in creating your assets by hand.&lt;br /&gt;
&lt;br /&gt;
[[Image:PBRTut01.png|thumb|right|200px|The albedo texture for the Medusa]]&lt;br /&gt;
&lt;br /&gt;
So let’s jump right into the thick of things. In this tutorial, I’m going to be using Hades’ Medusa as the subject of a proper PBR makeover. As you can see, I removed the grime and oxidation features for the most part as it’s easiest to make a visually brand spanking new Medusa. Additionally, I’ve removed the Ambient Occlusion because it now has its own texture slot in FSO. This is based off the blue Medusa I showed off in the PBR thread. One of the most important parts of making PBR textures is understanding the difference between Dielectrics and Metals. Simply put, Dielectrics have only diffuse color and gray specular while Metals have gray diffuse and a colored specular. Both can be glossy or matte as gloss is linked to microsurfacing, not material properties. For this, we’re going to make the already colored parts painted, while the gray parts will become metallic. Since FreeSpace takes place in outer space and the Medusa is a combat craft, I’ve elected to give it a uniformly rough surface which results in a very low gloss. After the basic albedo(diffuse) and specular maps have been created and tested, we’ll go ahead and give it some chipped paint and oxidation as if it had seen some hard years. Since the albedo is already finished, we just need to convert the shine map into a reflectance map.&lt;br /&gt;
[[Image:PBRTut02.png|thumb|left|200px|The specular mask]]&lt;br /&gt;
We'll start first by creating a mask so we can keep track of which parts are metal (White) and which parts are dielectric (black). We copy this over into the specular map file so we can start working there. We're going to simplify this a bit by assuming that all the different paint colors have the same specular color, all the metals have the same specular color, and finally, that the entire ship has a uniform glossiness.&lt;br /&gt;
&lt;br /&gt;
We'll start with the gloss part as it's very simple: Just change the alpha channel to a uniform color. I think that a value of 0.15 is a good starting point. Next we'll, say that the specular value for the painted portions is around 0.2 as this is one of the commonly seen scanned values for paint. For the metallic portions, an sRGB of 158, 173, 180 should do the trick. This gives us the following result.&lt;br /&gt;
[[Image:PBRTut03.png|thumb|right|200px|Our resultant reflectance map]]&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=File:PBRTut03.png&amp;diff=45555</id>
		<title>File:PBRTut03.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=File:PBRTut03.png&amp;diff=45555"/>
		<updated>2016-07-21T23:06:37Z</updated>

		<summary type="html">&lt;p&gt;DahBlount: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DahBlount</name></author>
		
	</entry>
</feed>