https://wiki.hard-light.net/api.php?action=feedcontributions&user=-Joshua-&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-29T14:07:46ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=Sounds.tbl&diff=65440Sounds.tbl2024-01-07T14:15:38Z<p>-Joshua-: /* #Sound Environments Start */</p>
<hr />
<div>{{TableVersion| 344502c (Git commit)}}<br />
{{Tables}}<br />
The '''sounds.tbl''' is a file for defining the various sounds played ingame.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-snd.tbm<br />
<br />
==Format==<br />
*Table file consists of several sections<br />
*First section defines the sound for the actual game play. It begins at '''#Game Sounds Start''' and ends at'''#Game Sounds End'''<br />
*Second section defines the interface sounds. It starts at '''#Interface Sounds Start''' and ends at '''#Interface Sounds End'''<br />
*Third section defines the flyby sounds for different species. It begins at '''#Flyby Sounds Start''' and ends at '''#Flyby Sounds End'''<br />
*This table has three possible syntaxes. The "Sound set" syntax allows to use multiple sounds. The "SCP Syntax" was introduced as a general improvement over the retail Syntax and is very similar to the sound set syntax.<br />
**The Sound set syntax allows to specify multiple sound files for one sound entry and also has a wider variety of options for specifying how the sound should be played. This syntax is based on the SCP syntax and it should be easy to adapt sound entries that use the SCP syntax to the new sound set syntax. This is only required if the new features of the sound set changes are to be used. Otherwise the SCP syntax can be used.<br />
**The SCP Syntax is an improvement of the retail syntax whis is easier to read, and likely preferred for modular tables and extendability.<br />
**The Retail Syntax is the syntax used by the retail tables which was kept in place to keep retail compatibility<br />
*Most of the sounds are hardcoded in the engine (that is, the engine expects sound 33 to be the missile rearm sound, as an example). Modders should follow the retail table layout, and not assign sound numbers smaller than 250 to their custom sounds. This avoids index collisions.<br />
<br />
==Sound set syntax==<br />
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible. See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}<br />
<br />
{{Table381|<br />
}}<br />
<br />
If this syntax is in use then the new sound set features can be used. These include the ability to use multiple sound files for one entry and with this feature it is possible to randomize the volume and pitch values when a sound is played. Compared to the SCP syntax there are only a few changes: Instead of ''+Filename'' this now uses ''+Entry'' and allows using that option as often as needed. The ''+Volume'' option accepts a random range for possible values and the ''+Pitch'' option is new.<br />
<br />
In most entries, the name of the file ('''Second''' value) can be replaced with 'empty' if the particular sound index is not in use.<br />
<br />
===#Game Sounds Start===<br />
Notes<br />
*Cockpit sounds are in general non-3D sounds<br />
*All the other in-flight sounds are, in general, 3D sounds<br />
*Non-3D sounds do not require the '''+3D Sound''' entries<br />
<br />
<br />
Example Line<br />
<pre><br />
$Name: 6<br />
+Entry: breakup<br />
+Cycle type: sequential<br />
+Preload: no<br />
+Volume: (0.60)<br />
+3D Sound:<br />
+Attenuation start: 100<br />
+Attenuation end: 800<br />
+Priority: High<br />
+Limit: 3<br />
+Pitch: (1.0)<br />
</pre><br />
<br />
====$Name:====<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+nocreate====<br />
*Allows editing of the sound without creating a new sound handle<br />
*Must be placed after '''$Name:''' and before the '''String'''<br />
*Example<br />
**<pre>$Name: +nocreate SoundName</pre><br />
{{Warning|<br />
Unlike most other tables, existing entries cannot be overwritten/modified without the presence of '''+nocreate'''.}}<br />
<br />
====+Entry:====<br />
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.<br />
*Always required once, even if +nocreate is used.<br />
*To specify no sound file, use "empty" (without the quotes)<br />
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.<br />
*Syntax: '''String'''<br />
<br />
====+Cycle type:====<br />
*Specifies how the next sound entry should be chosen from the ''+Entry'' list<br />
*Required, optional if +nocreate is used<br />
*May use one of the following modes:<br />
**'''sequential''': The entry will be chosen sequentially from the list. '''Note:''' The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.<br />
**'''random''': An entry is chosen uniformly at random from the entries list<br />
*Syntax: '''sequential''' or '''random'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.5 1.0)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
====+3D Sound:====<br />
*Sets up table syntax for specifying 3D sound options<br />
*If present the sound will be loaded as a 3D sound<br />
*No argument should be specified<br />
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''<br />
<br />
====+Attenuation Start:====<br />
*Defines the distance from the origin of the 3D sound where it begins to attenuate<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Attenuation End:====<br />
*Defines the distance from the origin of the 3D sound where it is inaudible<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Priority:====<br />
*Optional, for use with [[Enhanced sound|enhanced sound]]<br />
*Can be used with or without an accompanying +Limit:<br />
*Specifies the priority of this sound when enhanced sound is used<br />
*Should be based on how important this sound is and also how likely the player will notice if the sound drops out<br />
*overrides the engine default value<br />
*For valid values, see the table below. Values are not case-sensitive.<br />
*See the [[Enhanced sound]] page for more information.<br />
*Syntax: '''String'''<br />
<br />
<pre><br />
Value Meaning<br />
----- -------<br />
Must Play Absolutely must play<br />
High Very important<br />
Medium-High Important<br />
Medium Somewhat important<br />
Medium-Low Only a little important<br />
Low Not important<br />
</pre><br />
<br />
====+Limit:====<br />
*Optional, for use with [[Enhanced sound|enhanced sound]]<br />
*Can be used with or without an accompanying +Priority:<br />
*Specifies how many instances of the sound can play at the same time<br />
*overrides the engine default value<br />
*Must be in the range 1 - 15<br />
{{Table222| <br />
*Limit can now be set as high as 255<br />
}}<br />
*See the [[Enhanced sound]] page for more information,<br />
*Syntax: '''Integer'''<br />
<br />
====+Pitch:====<br />
*Specifies which pitch values the sound may be assigned<br />
*Optional, defaults to 1.0<br />
*This is a random range which specifies the possible pitch values the sound may be assigned<br />
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.9 1.1)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
'''Section ends with #Game Sounds End'''<br />
<br />
<br />
===#Interface Sounds Start===<br />
Notes<br />
*Interface sounds are not 3D sounds. You may specify '''+3D Sound:''' properties, but they will be ignored.<br />
<br />
<br />
Example Line<br />
<pre><br />
$Name: CraneSound1<br />
+Entry: Crane_1<br />
+Cycle type: sequential<br />
+Preload: no<br />
+Volume: 0.50<br />
</pre><br />
<br />
====$Name:====<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+nocreate====<br />
*Allows editing of the sound without creating a new sound handle<br />
*Must be placed after '''$Name:''' and before the '''String'''<br />
*Example<br />
**<pre>$Name: +nocreate SoundName</pre><br />
<br />
<br />
====+Entry:====<br />
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.<br />
*Always required once, even if +nocreate is used.<br />
*To specify no sound file, use "empty" (without the quotes)<br />
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.<br />
*Syntax: '''String'''<br />
<br />
====+Cycle type:====<br />
*Specifies how the next sound entry should be chosen from the ''+Entry'' list<br />
*Required, optional if +nocreate is used<br />
*May use one of the following modes:<br />
**'''sequential''': The entry will be chosen sequentially from the list. '''Note:''' The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.<br />
**'''random''': An entry is chosen uniformly at random from the entries list<br />
*Syntax: '''sequential''' or '''random'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.5 1.0)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
====+Pitch:====<br />
*Specifies which pitch values the sound may be assigned<br />
*Optional, defaults to 1.0<br />
*This is a random range which specifies the possible pitch values the sound may be assigned<br />
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.9 1.1)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
<br />
'''Section ends with #Interface Sounds End'''<br />
<br />
<br />
===#Flyby Sounds Start===<br />
Notes<br />
*Each species has two flyby sounds. One for the fighters and one for the bombers.<br />
*Flyby sounds are all 3D sounds.<br />
*Each flyby sound is defined on a line that begins with the species name ('''String''', species name, eg. '''$Terran:''').<br />
*'''THE FLYBY SECTION CANNOT USE +nocreate'''<br />
If you want to modify a flyby sound entry of a species in a modular table then you will need to have entries for both types.<br />
<br />
Line starts with '''$SPECIES:''' in the place of '''$Name:'''<br />
<br />
Example Terran Section<br />
<pre><br />
$Terran: 0<br />
+Entry: T_flyby1<br />
+Cycle type: sequential<br />
+Preload: no<br />
+Volume: (0.75)<br />
+3D Sound:<br />
+Attenuation start: 200<br />
+Attenuation end: 400<br />
<br />
$Terran: 1<br />
+Entry: T_flyby2<br />
+Cycle type: sequential<br />
+Preload: no<br />
+Volume: (0.75)<br />
+3D Sound:<br />
+Attenuation start: 200<br />
+Attenuation end: 400<br />
</pre><br />
<br />
====$Name:====<br />
*'''$Name''' must be replaced with '''$SPECIES''' as from the [[Species_defs.tbl]]<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*In this case it will usually be a '''1''' or a '''0'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+Entry:====<br />
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.<br />
*Always required once, even if +nocreate is used.<br />
*To specify no sound file, use "empty" (without the quotes)<br />
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.<br />
*Syntax: '''String'''<br />
<br />
====+Cycle type:====<br />
*Specifies how the next sound entry should be chosen from the ''+Entry'' list<br />
*Required, optional if +nocreate is used<br />
*May use one of the following modes:<br />
**'''sequential''': The entry will be chosen sequentially from the list. '''Note:''' The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.<br />
**'''random''': An entry is chosen uniformly at random from the entries list<br />
*Syntax: '''sequential''' or '''random'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.5 1.0)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
====+3D Sound:====<br />
*Sets up table syntax for specifying 3D sound options<br />
*If present the sound will be loaded as a 3D sound<br />
*No argument should be specified<br />
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''<br />
<br />
====+Attenuation Start:====<br />
*Defines the distance from the origin of the 3D sound where it begins to attenuate<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Attenuation End:====<br />
*Defines the distance from the origin of the 3D sound where it is inaudible<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Pitch:====<br />
*Specifies which pitch values the sound may be assigned<br />
*Optional, defaults to 1.0<br />
*This is a random range which specifies the possible pitch values the sound may be assigned<br />
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.9 1.1)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
'''Section ends with #Flyby Sounds End'''<br />
<br />
<br />
==SCP Syntax==<br />
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible. See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}<br />
<br />
In most entries, the name of the file ('''Second''' value) can be replaced with 'empty' if the particular sound index is not in use.<br />
<br />
===#Game Sounds Start===<br />
Notes<br />
*Cockpit sounds are in general non-3D sounds<br />
*All the other in-flight sounds are, in general, 3D sounds<br />
*Non-3D sounds do not require the '''+3D Sound''' entries<br />
<br />
<br />
Example Line<br />
<pre><br />
$Name: 6<br />
+Filename: breakup<br />
+Preload: no<br />
+Volume: 0.60<br />
+3D Sound:<br />
+Attenuation start: 100<br />
+Attenuation end: 800<br />
+Priority: High<br />
+Limit: 3<br />
</pre><br />
<br />
====$Name:====<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+nocreate====<br />
*Allows editing of the sound without creating a new sound handle<br />
*Must be placed after '''$Name:''' and before the '''String'''<br />
*Example<br />
**<pre>$Name: +nocreate SoundName</pre><br />
<br />
====+Filename:====<br />
*The name of the actual sound file to play<br />
*Always required, even if +nocreate is used.<br />
*To specify no sound file, use "empty" (without the quotes)<br />
*If +nocreate is used and you don't want to change the original filename, then use <same> (including the <>)<br />
*Syntax: '''String'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a percentage<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''Float'''<br />
<br />
====+3D Sound:====<br />
*Sets up table syntax for specifying 3D sound options<br />
*If present the sound will be loaded as a 3D sound<br />
*No argument should be specified<br />
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''<br />
<br />
====+Attenuation Start:====<br />
*Defines the distance from the origin of the 3D sound where it begins to attenuate<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Attenuation End:====<br />
*Defines the distance from the origin of the 3D sound where it is inaudible<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Priority:====<br />
*Optional, for use with [[Enhanced sound|enhanced sound]]<br />
*Can be used with or without an accompanying +Limit:<br />
*Specifies the priority of this sound when enhanced sound is used<br />
*Should be based on how important this sound is and also how likely the player will notice if the sound drops out<br />
*overrides the engine default value<br />
*For valid values, see the table below. Values are not case-sensitive.<br />
*See the [[Enhanced sound]] page for more information.<br />
*Syntax: '''String'''<br />
<br />
<pre><br />
Value Meaning<br />
----- -------<br />
Must Play Absolutely must play<br />
High Very important<br />
Medium-High Important<br />
Medium Somewhat important<br />
Medium-Low Only a little important<br />
Low Not important<br />
</pre><br />
<br />
====+Limit:====<br />
*Optional, for use with [[Enhanced sound|enhanced sound]]<br />
*Can be used with or without an accompanying +Priority:<br />
*Specifies how many instances of the sound can play at the same time<br />
*overrides the engine default value<br />
*Must be in the range 1 - 15<br />
*See the [[Enhanced sound]] page for more information,<br />
*Syntax: '''Integer'''<br />
<br />
<br />
'''Section ends with #Game Sounds End'''<br />
<br />
<br />
===#Interface Sounds Start===<br />
Notes<br />
*Interface sounds are not 3D sounds. You may specify '''+3D Sound:''' properties, but they will be ignored.<br />
<br />
<br />
Example Line<br />
<pre><br />
$Name: CraneSound1<br />
+Filename: Crane_1<br />
+Preload: no<br />
+Volume: 0.50<br />
</pre><br />
<br />
====$Name:====<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+nocreate====<br />
*Allows editing of the sound without creating a new sound handle<br />
*Must be placed after '''$Name:''' and before the '''String'''<br />
*Example<br />
**<pre>$Name: +nocreate SoundName</pre><br />
<br />
====+Filename:====<br />
*The name of the actual sound file to play<br />
*Syntax: '''String'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a percentage<br />
*Syntax: '''Float'''<br />
<br />
<br />
'''Section ends with #Interface Sounds End'''<br />
<br />
<br />
===#Flyby Sounds Start===<br />
Notes<br />
*Each species has two flyby sounds. One for the fighters and one for the bombers.<br />
*Flyby sounds are all 3D sounds.<br />
*Each flyby sound is defined on a line that begins with the species name ('''String''', species name, eg. '''$Terran:''').<br />
*'''THE FLYBY SECTION CANNOT USE +nocreate'''<br />
If you want to modify a flyby sound entry of a species in a modular table then you will need to have entries for both types.<br />
<br />
Line starts with '''$SPECIES:''' in the place of '''$Name:'''<br />
<br />
Example Terran Section<br />
<pre><br />
$Terran: 0<br />
+Filename: T_flyby1<br />
+Preload: no<br />
+Volume: 0.75<br />
+3D Sound:<br />
+Attenuation start: 200<br />
+Attenuation end: 400<br />
<br />
$Terran: 1<br />
+Filename: T_flyby2<br />
+Preload: no<br />
+Volume: 0.75<br />
+3D Sound:<br />
+Attenuation start: 200<br />
+Attenuation end: 400<br />
</pre><br />
<br />
====$Name:====<br />
*'''$Name''' must be replaced with '''$SPECIES''' as from the [[Species_defs.tbl]]<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*In this case it will usually be a '''1''' or a '''0'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+Filename:====<br />
*The name of the actual sound file to play<br />
*Syntax: '''String'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a percentage<br />
*Syntax: '''Float'''<br />
<br />
====+3D Sound:====<br />
*Sets up table syntax for specifying 3D sound options<br />
*If present the sound will be loaded as a 3D sound<br />
*No argument should be specified<br />
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''<br />
<br />
====+Attenuation Start:====<br />
*Defines the distance from the origin of the 3D sound where it begins to attenuate<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Attenuation End:====<br />
*Defines the distance from the origin of the 3D sound where it is inaudible<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
<br />
'''Section ends with #Flyby Sounds End'''<br />
<br />
==Retail Syntax==<br />
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible. See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}<br />
<br />
In most entries, the name of the file ('''Second''' value) can be replaced with 'empty' if the particular sound index is not in use.<br />
<br />
===#Game Sounds Start===<br />
Notes<br />
*Cockpit sounds are in general non-3D sounds that ought to be of type '0', however all the other in-flight sounds are in general 3D sounds and ought to of type '1' (or type '2').<br />
*Type 0 sounds do not require the '''Sixth''' and '''Seventh''' entries.<br />
<br />
Example Line<br />
<pre>$Name: 6 breakup.wav, 0, 0.60, 1, 100, 800</pre><br />
<br />
Line starts with ''$Name:'' and has seven entries separated by commas except for the first and second entries.<br />
<br />
**'''First''' value is the index number of the sound ('''Integer''')<br />
**'''Second''' value is the name of actual sound file ('''String''', filename).<br />
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)<br />
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)<br />
**'''Fifth''' value sets the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2'). This defaults to 3D stereo if it is not available ('''Integer''', 0, 1 or 2)<br />
***'''Sixth''' value defines the distance from the origin of 3D sound where it begins to attenuate and is not used with normal non-3D sounds (type 0)('''Integer''')<br />
***'''Seventh''' value sets the distance from the origin of the 3D sound where it is inaudible and is not used with normal non-3D sounds (type 0)('''Integer''')<br />
<br />
<br />
'''Section ends with #Game Sounds End'''<br />
<br />
<br />
===#Interface Sounds Start===<br />
Notes<br />
*Interface sounds are not 3D sounds. Use type '0' sounds. The '''Sixth''' and '''Seventh''' entries can be left out of sounds in this section.<br />
<br />
Example Line<br />
<pre>$Name: 26 Crane_1.wav, 0, 0.50, 0</pre><br />
<br />
Line starts with ''$Name:'' and has five entries separated by commas except for the first and second entries.<br />
<br />
**'''First''' value is the index number of the sound ('''Integer''')<br />
**'''Second''' value is the name of actual sound file ('''String''', filename or '''Empty''').<br />
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)<br />
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)<br />
**'''Fifth''' value sets the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2'). This defaults to 3D stereo if it is not available ('''Integer''', 0, 1 or 2)<br />
<br />
<br />
'''Section ends with #Interface Sounds End'''<br />
<br />
===#Flyby Sounds Start===<br />
Notes<br />
*Each species has two flyby sounds. One for the fighters and one for the bombers.<br />
*Flyby sounds are all 3D sounds of type '1' for the '''Fifth''' value.<br />
*Each flyby sound is defined on a single line that begins with the species name ('''String''', species name, eg. '''$Terran:''').<br />
<br />
Retail flyby section<br />
<pre><br />
#Flyby Sounds Start<br />
<br />
$Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
$Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
<br />
$Vasudan: 0 V_flyby1.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
$Vasudan: 1 V_flyby2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
<br />
$Shivan: 0 S_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Shivan ship1 flyby player sound (3d sound)<br />
$Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Shivan ship1 flyby player sound (3d sound)<br />
<br />
#Flyby Sounds End<br />
</pre><br />
<br />
Line starts with ''$SPECIES:'' and has seven entries separated by commas except for the first and second entries.<br />
<br />
**'''First''' value is the label of the flyby sound, usually 0 for the first (small-ship) entry and 1 for the second (large-ship)entry. ('''Integer''')<br />
**'''Second''' value is the name of actual sound file ('''String''', filename).<br />
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)<br />
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)<br />
**'''Fifth''' value sets the sound type and should be set to 3D stereo sound (type '1') ('''Integer''', 0, 1 or 2)<br />
***'''Sixth''' value defines the distance from the origin of 3D sound where it begins to attenuate (type 0)('''Integer''')<br />
***'''Seventh''' value sets the distance from the origin of the 3D sound where it is inaudible (type 0)('''Integer''')<br />
<br />
<br />
'''Section ends with #Flyby Sounds End'''<br />
<br />
{{Table372|<br />
==Sound Environments==<br />
*Allows defining custom EFX sound effects (reverb) as well as changing the default. You can then select these in FRED2, under Mission Specs - Sound Environment. Fred2 already has a bunch of default ones coded in.<br />
}}<br />
===#Sound Environments Start===<br />
====$Name:====<br />
*Lets you define a name for this preset. <br />
*If it's "Default", it'll be applied in all missions that don't define their own.<br />
====$Template:====<br />
*Lets you set the EAX template which will act as a default for all subsequent settings. <br />
*The default setting in FSO is "Hangar". <br />
*[https://github.com/kcat/openal-soft/blob/master/include/AL/efx-presets.h The default presets available in OpenAL-Soft can be found here.] Please note that not all of them are implemented (anything not listed below the default section).<br />
*For easy editing, simply set a template and +gain.<br />
*[https://usermanual.wiki/Pdf/Effects20Extension20Guide.90272296/view#95 The EAX Reverb manual contains detailed explenations of what all of these do if you want to fine tune them]<br />
{{Note|<br />
*All Subsequent settings are optional. <br />
*Their defaults are defined by $Template:}}<br />
=====+Density=====<br />
*range: 0.0 - 1.0<br />
=====+Diffusion:=====<br />
*linear multiplier<br />
*range: 0.0 - 1.0<br />
=====+Gain:=====<br />
*gain/volume<br />
*linear gain<br />
*range: 0.0 - 1.0<br />
=====+Gain HF:=====<br />
*high frequency gain<br />
*linear gain<br />
*range: 0.0 - 1.0<br />
=====+Gain LF:=====<br />
*low frequency gain<br />
*linear gain<br />
*range: 0.0 - 1.0<br />
=====+Decay time:=====<br />
*deacy<br />
*seconds<br />
*range: 0.1 - 20<br />
=====+Decay HF Ratio=====<br />
*high frequency decay multiplier (damping)<br />
*linear multiplier<br />
*range: 0.1 - 20<br />
=====+Decay LF Ratio=====<br />
*low frequency decay multiplier<br />
*linear multiplier<br />
*range: 0.1 - 20<br />
=====+reflections gain=====<br />
*linear gain<br />
*range: 0.0 - 3.16<br />
=====+Reflections Delay:=====<br />
*seconds<br />
*range: 0.0 - 0.3<br />
=====+Reflactions Pan:=====<br />
*vector (0.0, 0.0, 0.0)<br />
*magnitude<br />
*range(s): 0.0 - 1.0<br />
=====+Late Reverb Gain:=====<br />
*linear gain<br />
*range: 0.0 - 10.0<br />
=====+Late Reverb Delay:=====<br />
*seconds<br />
*range: 0.0 - 0.1<br />
=====+Late Reverb Pan:=====<br />
*vector<br />
*magnitude<br />
*range(s): 0.0 - 1.0<br />
=====+Echo Time:=====<br />
*seconds<br />
*range: 0.075 - 0.25<br />
=====+Echo Depth:=====<br />
*linear multiplier<br />
*range: 0.0 - 1.0<br />
=====+Modulation Time:=====<br />
*seconds<br />
*range: 0.004 - 4.0<br />
=====+Modulation Depth:=====<br />
*linear multiplier<br />
*range: 0.0 - 1.0<br />
=====+HF Reference:=====<br />
*Hz<br />
*range: 1000.0 - 20000.0<br />
=====+LF Reference:=====<br />
*Hz<br />
*range: 20.0 - 1000.0 (should be 1/10th or less of HF Reference value)<br />
=====+Room Rolloff Factor:=====<br />
*linear multiplier<br />
*range: 0.0 - 10.0<br />
=====+Air Absorption Gain HF:=====<br />
*linear gain per meter<br />
*range: 0.892 - 1.0<br />
=====+Decay HF Limit:=====<br />
*boolean<br />
<br />
===#Sound Environments End===<br />
<br />
<br />
<br />
==Sample==<br />
*Retail FreeSpace 2 table<br />
<br />
<pre><br />
;<br />
; sounds.tbl *<br />
;<br />
; file to specify general game sounds<br />
;<br />
; I M P O R T A N T<br />
; **********************************************************<br />
; * *<br />
; ====> DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS <====*<br />
; * *<br />
; **********************************************************<br />
; I M P O R T A N T<br />
;<br />
; If a sound entry appears in this file, there is a hook into the game to<br />
; play the sound. This file can only be modified to change *existing* sounds.<br />
; Talk to a programmer if you want to add brand new sounds. Adding a line to<br />
; this file will not make your sound appear in the game, it will more than<br />
; likely break something.<br />
;<br />
; If you don't want the sound to play, put none.wav as the sound to play.<br />
;<br />
; The fields for a sound entry are:<br />
; 1) unqiue sound signature<br />
; 2) filename of the sound<br />
; 3) flag to indicate sound should always be pre-loaded before a mission<br />
; 4) the default volume (from 0.0 -> 1.0)<br />
; 5) 0 - not 3d 1 - stereo 3D 2 - Aureal A3D (if available), otherwise use stereo 3D<br />
; 6) distance at which sound starts to attenuate (for 3d sounds only)<br />
; 7) distance at which sound is inaudible (for 3d sounds only)<br />
;<br />
#Game Sounds Start<br />
; Misc sounds section ** = Aureal 3d support | * = FS = 3D support<br />
$Name: 0 trk-loop.wav, 0, 0.40, 0 ; Missle tracking to acquire a lock (looped)<br />
$Name: 1 lock.wav, 0, 0.40, 0 ; Missle lock (non-looping)<br />
$Name: 2 cycle.wav, 0, 0.60, 0 ; cycle primary weapon<br />
$Name: 3 cycle.wav, 0, 0.60, 0 ; cycle secondary weapon<br />
$Name: 4 ship_p.wav, 0, 0.30, 0 ; engine sound (as heard in cockpit)<br />
$Name: 5 reveal.wav, 0, 0.40, 0 ; cargo revealed <br />
$Name: 6 breakup.wav, 0, 0.60, 1, 100, 800 ; ship death roll (3d sound)<br />
$Name: 7 boom_3.wav, 0, 0.90, 2, 600, 1200 ; * ship explosion 1 (3d sound)<br />
$Name: 8 beep_2.wav, 0, 0.40, 0 ; target acquried<br />
$Name: 9 switch_1.wav, 0, 0.50, 0 ; energy level change success<br />
$Name: 10 beep_5.wav, 0, 0.50, 0 ; energy level change fail<br />
$Name: 11 switch_2.wav, 0, 0.50, 0 ; energy transfer success<br />
$Name: 12 beep_5.wav, 0, 0.50, 0 ; energy transfer faile<br />
$Name: 13 thr_full.wav, 0, 0.40, 0 ; set full throttle<br />
$Name: 14 thr_off.wav, 0, 0.40, 0 ; set zero throttle<br />
$Name: 15 thr_up.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (up)<br />
$Name: 16 thr_dwn.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (down)<br />
$Name: 17 approach.wav, 0, 0.60, 1, 10, 800 ; dock approach retros (3d sound)<br />
$Name: 18 attach.wav, 0, 0.60, 1, 10, 800 ; dock attach (3d sound)<br />
$Name: 19 detach.wav, 0, 0.60, 1, 10, 800 ; dock detach (3d sound)<br />
$Name: 20 depart.wav, 0, 0.60, 1, 10, 800 ; dock depart retros (3d sound)<br />
$Name: 21 aburn_1.wav, 0, 0.70, 0 ; afterburner engage (3d sound)<br />
$Name: 22 aburn_2.wav, 0, 0.90, 0 ; afterburner burn sound (looped)<br />
$Name: 23 vaporize2.wav, 0, 0.90, 0 ; Destroyed by a beam (vaporized)<br />
$Name: 24 aburn_1f.wav, 0, 0.50, 0 ; afterburner fail (no fuel when aburn pressed)<br />
$Name: 25 alert_2.wav, 0, 0.40, 0 ; heat-seeker launch warning<br />
$Name: 26 m_fail.wav, 0, 0.60, 0 ; tried to fire a missle when none are left<br />
$Name: 27 l_fail.wav, 0, 0.60, 0 ; tried to fire lasers when not enough energy left<br />
$Name: 28 fail.wav, 0, 0.50, 0 ; target fail sound (i.e. press targeting key, but nothing happens)<br />
$Name: 29 beep_1.wav, 0, 0.50, 0 ; squadmate message menu appears<br />
$Name: 30 beep_1.wav, 0, 0.50, 0 ; squadmate message menu disappears<br />
$Name: 31 debris.wav, 0, 0.40, 2, 100, 300 ; ** debris sound (persistant, looping) (3d sound)<br />
$Name: 32 subhit.wav, 0, 0.60, 0 ; subsystem gets destroyed on player ship<br />
$Name: 33 m_load.wav, 0, 0.60, 1, 10, 50 ; missle start load (during rearm/repair) (3d sound)<br />
$Name: 34 m_lock.wav, 0, 0.50, 1, 10, 50 ; missle load (during rearm/repair) (3d sound)<br />
$Name: 35 repair.wav, 0, 0.50, 0 ; ship is being repaired (during rearm/repair) (looped)<br />
$Name: 36 l_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by laser fire (3d sound)<br />
$Name: 37 m_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by missile (3d sound)<br />
$Name: 38 cycle.wav, 0, 0.80, 0 ; countermeasure cycle<br />
$Name: 39 s_hit_4.wav, 0, 0.60, 1, 200, 600 ; * shield hit (3d sound)<br />
$Name: 40 s_hit_2.wav, 0, 0.80, 1, 10, 100 ; * player shield is hit (3d sound)<br />
$Name: 41 select.wav, 0, 0.60, 0 ; mouse click<br />
$Name: 42 alert_3.wav, 0, 0.60, 0 ; aspect launch warning<br />
$Name: 43 beep_4.wav, 0, 0.60, 0 ; shield quadrant transfer successful<br />
$Name: 44 wash.wav, 0, 0.80, 1, 200, 400 ; Engine wash looping sound<br />
$Name: 45 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for arriving (3d sound)<br />
$Name: 46 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for departing (3d sound)<br />
$Name: 47 aburn_1f.wav, 0, 0.50, 0 ; player warp has failed<br />
$Name: 48 static.wav, 0, 0.60, 0 ; hud gauge static<br />
$Name: 49 boom_1.wav, 0, 0.90, 1, 600, 1200 ; * ship explosion 2 (3d sound)<br />
$Name: 50 rev1.wav, 0, 0.70, 0 ; ship is warping out in 3rd person<br />
$Name: 51 s_hit_0.wav, 0, 0.70, 1, 100, 200 ; * heavy ship-ship collide sound (3d sound)<br />
$Name: 52 collide.wav, 0, 0.70, 1, 100, 200 ; * light ship-ship collide sound (3d sound)<br />
$Name: 53 s_hit_1.wav, 0, 0.70, 1, 100, 200 ; * shield ship-ship collide overlay sound (3d sound)<br />
$Name: 54 alert_1.wav, 0, 0.50, 0 ; missile threat indicator flashes<br />
$Name: 55 proximity1.wav, 0, 0.70, 0 ; proximity warning (heat seeker)<br />
$Name: 56 proximity2.wav, 0, 0.70, 0 ; proximity warning (aspect)<br />
$Name: 57 directive.wav, 0, 0.70, 0 ; directive complete<br />
$Name: 58 subhit2.wav, 0, 0.90, 1, 250, 800 ; * other ship subsystem destroyed (3d sound)<br />
$Name: 59 atomic.wav, 0, 0.90, 1, 2000, 4000 ; * captial ship explosion (3d sound)<br />
$Name: 60 subhit2.wav, 0, 0.90, 1, 250, 1500 ; * captial ship subsystem destroyed (3d sound)<br />
$Name: 61 warp2.wav, 0, 1.00, 1, 1500, 2000 ; [obsolete] large ship warps out (looping 3d sound)<br />
$Name: 62 ast_lghit.wav, 0, 0.80, 1, 750, 1500 ; ** large asteroid blows up (3d sound)<br />
$Name: 63 ast_smhit.wav, 0, 0.80, 1, 500, 1000 ; ** small asteroid blows up (3d sound)<br />
$Name: 64 cue_voice.wav, 0, 0.90, 0 ; sound to indicate voice is about to start<br />
$Name: 65 end_voice.wav, 0, 0.90, 0 ; sound to indicate voice has ended<br />
$Name: 66 scan.wav, 0, 0.50, 0 ; cargo scanning (looping)<br />
$Name: 67 l_flyby.wav, 0, 0.80, 1, 50, 250 ; * weapon flyby sound<br />
$Name: 68 asteroid.wav, 0, 0.50, 1, 200, 700 ; [obsolete] asteroid sound (persistant, looping) (3d sound)<br />
$Name: 69 warp_open.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole opening (3d sound)<br />
$Name: 70 warp_close.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole closing (3d sound)<br />
$Name: 71 rumble.wav, 0, 0.70, 1, 600, 1000 ; LARGE engine ambient<br />
$Name: 72 subspace_left.wav, 0, 0.30, 0 ; subspace ambient sound (left channel) (looping)<br />
$Name: 73 subspace_right.wav, 0, 0.30, 0 ; subspace ambient sound (right channel) (looping)<br />
$Name: 74 Evaded.wav, 0, 0.70, 0 ; "evaded" HUD popup<br />
$Name: 75 rumble.wav, 0, 0.70, 1, 600, 1000 ; HUGE engine ambient<br />
;<br />
; Weapons section<br />
;<br />
$Name: 76 L_Sidearm.wav, 0, 0.50, 1, 50, 400 ; SD-4 Sidearm laser fired<br />
$Name: 77 L_Scalpel.wav, 0, 0.50, 1, 50, 400 ; DR-2 Scalpel fired<br />
$Name: 78 L_Flail2.wav, 0, 0.50, 1, 50, 400 ; Flail II fired<br />
$Name: 79 L_Prom_R.wav, 0, 0.50, 1, 50, 400 ; Prometheus R laser fired<br />
$Name: 80 L_Prom_S.wav, 0, 0.50, 1, 50, 400 ; Prometheus S laser fired<br />
$Name: 81 L_Newton.wav, 0, 0.50, 1, 50, 400 ; GTW-66 Newton Cannon fired<br />
$Name: 82 L_Kayser.wav, 0, 0.55, 1, 50, 400 ; UD-8 Kayser Laser fired<br />
$Name: 83 L_Circle.wav, 0, 0.50, 1, 50, 400 ; GTW-19 Circe laser fired<br />
$Name: 84 L_Lich.wav, 0, 0.50, 1, 50, 400 ; GTW-83 Lich laser fired<br />
$Name: 85 hit_1.wav, 0, 0.90, 1, 200, 800 ; Laser impact<br />
$Name: 86 L_Vasmid.wav, 0, 0.50, 1, 50, 400 ; Subach-HLV Vasudan laser<br />
$Name: 87 m_wasp.wav, 0, 0.80, 1, 50, 400 ; rockeye missile launch<br />
$Name: 88 boom_2.wav, 0, 0.80, 1, 500, 1000 ; missile impact 1<br />
$Name: 89 m_mag.wav, 0, 0.80, 1, 50, 400 ; mag pulse missile launch<br />
$Name: 90 m_fury.wav, 0, 0.80, 1, 50, 400 ; fury missile launch<br />
$Name: 91 m_shrike.wav, 0, 0.80, 1, 50, 400 ; shrike missile launch<br />
$Name: 92 m_angel.wav, 0, 0.80, 1, 50, 400 ; angel fire missile launch<br />
$Name: 93 m_cluster.wav, 0, 0.80, 1, 50, 400 ; cluster bomb launch<br />
$Name: 94 m_clusterb.wav, 0, 0.80, 1, 50, 400 ; cluster baby bomb launch<br />
$Name: 95 m_stiletto.wav, 0, 0.80, 1, 50, 400 ; stiletto bomb launch<br />
$Name: 96 m_tsunami.wav, 0, 0.80, 1, 50, 400 ; tsunami bomb launch<br />
$Name: 97 m_harbinger.wav, 0, 0.80, 1, 50, 400 ; harbinger bomb launch<br />
$Name: 98 m_mega.wav, 0, 0.80, 1, 50, 400 ; mega wokka launch<br />
$Name: 99 counter_1.wav, 0, 0.70, 1, 50, 200 ; countermeasure 1 launch<br />
$Name: 100 l_alien1.wav, 0, 0.60, 1, 50, 400 ; Shivan light laser (3d sound)<br />
$Name: 101 clusterboom.wav, 0, 0.80, 1, 750, 2000 ; shockwave ignition (3d sound)<br />
$Name: 102 m_swarm.wav, 0, 0.70, 1, 50, 400 ; swarm missile sound (3d sound)<br />
$Name: 103 l_alien2.wav, 0, 0.60, 1, 100, 400 ; Shivan heavy laser (3d sound)<br />
$Name: 104 capital4.wav, 0, 0.70, 1, 500, 1500 ; Vasudan SuperCap engine (3d sound)<br />
$Name: 105 capital5.wav, 0, 0.70, 1, 500, 1500 ; Shivan SuperCap engine (3d sound)<br />
$Name: 106 capital6.wav, 0, 0.70, 1, 500, 1500 ; Terran SuperCap engine (3d sound)<br />
$Name: 107 l_vaslight.wav, 0, 0.60, 1, 50, 400 ; Vasudan light laser fired (3d sound)<br />
$Name: 108 l_alien3.wav, 0, 0.60, 1, 50, 400 ; Shivan heavy laser (3d sound)<br />
$Name: 109 shockwave.wav, 0, 1.00, 1, 50, 800 ; ** shockwave impact (3d sound)<br />
$Name: 110 Turret_T1.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 1<br />
$Name: 111 Turret_T2.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 2<br />
$Name: 112 Turret_V1.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 1<br />
$Name: 113 Turret_V2.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 2<br />
$Name: 114 Turret_S1.wav, 0, 0.50, 2, 200, 1000 ; SHIVAN TURRET 1<br />
$Name: 115 paintloop.wav, 0, 0.60, 1, 50, 200 ; targeting laser loop sound<br />
$Name: 116 FlakLaunch.wav, 0, 0.60, 1, 250, 1000 ; Flak Gun Launch<br />
$Name: 117 boom_4.wav, 0, 0.80, 1, 400, 800 ; Flak Gun Impact<br />
$Name: 118 m_emp.wav, 0, 0.60, 1, 50, 400 ; EMP Missle<br />
$Name: 119 Escape.wav, 0, 0.60, 1, 200, 600 ; Escape Pod Drone<br />
$Name: 120 Vaporize1.wav, 0, 0.70, 0 ; Beam Hit 1<br />
$Name: 121 beam_loop.wav, 0, 0.70, 2, 1500, 3000 ; beam loop<br />
$Name: 122 beam_up.wav, 0, 0.70, 2, 1500, 3000 ; beam power up<br />
$Name: 123 beam_down.wav, 0, 0.70, 2, 1500, 3000 ; beam power down<br />
$Name: 124 beam_shot1.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 1<br />
$Name: 125 beam_shot2.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 2<br />
;Ship Engine Sounds section<br />
$Name: 126 ship_a1.wav, 0, 0.60, 1, 200, 400 ; Terran fighter engine (3d sound)<br />
$Name: 127 ship_a2.wav, 0, 0.70, 1, 300, 600 ; Terran bomber engine (3d sound)<br />
$Name: 128 ship_a3.wav, 0, 0.80, 1, 400, 800 ; Terran cruiser engine (3d sound)<br />
$Name: 129 ship_b1.wav, 0, 0.70, 1, 200, 400 ; Vasudan fighter engine (3d sound)<br />
$Name: 130 ship_b2.wav, 0, 0.80, 1, 300, 600 ; Vasudan bomber engine (3d sound)<br />
$Name: 131 ship_b3.wav, 0, 0.80, 1, 400, 800 ; Vasudan cruiser engine (3d sound)<br />
$Name: 132 ship_c1.wav, 0, 0.60, 1, 200, 400 ; Shivan fighter engine (3d sound)<br />
$Name: 133 ship_c2.wav, 0, 0.70, 1, 300, 600 ; Shivan bomber engine (3d sound)<br />
$Name: 134 ship_c3.wav, 0, 0.80, 1, 400, 800 ; Shivan cruiser engine (3d sound)<br />
$Name: 135 beacon.wav, 0, 0.60, 1, 300, 600 ; Repair ship beacon/engine sound (3d sound)<br />
$Name: 136 capital1.wav, 0, 0.70, 1, 500, 1500 ; Terran capital engine (3d sound)<br />
$Name: 137 capital2.wav, 0, 0.70, 1, 500, 1500 ; Vasudan capital engine (3d sound)<br />
$Name: 138 capital3.wav, 0, 0.70, 1, 500, 1500 ; Shivan capital engine (3d sound)<br />
; Electrical arc sound fx on the debris pieces<br />
$Name: 139 Arc_01.wav, 0, 0.30, 2, 200, 500 ; ** 0.10 second spark sound effect (3d sound)<br />
$Name: 140 Arc_02.wav, 0, 0.30, 2, 200, 500 ; ** 0.25 second spark sound effect (3d sound)<br />
$Name: 141 Arc_03.wav, 0, 0.30, 2, 200, 500 ; ** 0.50 second spark sound effect (3d sound)<br />
$Name: 142 Arc_04.wav, 0, 0.30, 2, 200, 500 ; ** 0.75 second spark sound effect (3d sound)<br />
$Name: 143 Arc_05.wav, 0, 0.30, 2, 200, 500 ; ** 1.00 second spark sound effect (3d sound)<br />
; Beam Sounds<br />
$Name: 144 BT_LTerSlash.wav, 0, 0.70, 2, 1500, 3000 ; LTerSlash beam loop<br />
$Name: 145 BT_TerSlash.wav, 0, 0.70, 2, 1500, 3000 ; TerSlash beam loop<br />
$Name: 146 BT_SGreen.wav, 0, 0.70, 2, 1500, 3000 ; SGreen beam loop<br />
$Name: 147 BT_BGreen.wav, 0, 0.70, 2, 1500, 3000 ; BGreen beem loop<br />
$Name: 148 BT_BFGreen.wav, 0, 0.70, 2, 1500, 3000 ; BFGreen been loop<br />
$Name: 149 BT_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop<br />
$Name: 150 BT_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up<br />
$Name: 151 BT_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up<br />
$Name: 152 BT_up_2.5.wav, 0, 0.60, 2, 1500, 3000 ; 2.5 sec warm up<br />
$Name: 153 BT_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up<br />
$Name: 154 BT_up_3.5.wav, 0, 0.60, 2, 1500, 3000 ; 3.5 sec warm up<br />
$Name: 155 BT_up_5.wav, 0, 0.60, 2, 1500, 3000 ; 5 sec warm up<br />
$Name: 156 BT_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; LTerSlash warm down<br />
$Name: 157 BT_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; TerSlash warm down<br />
$Name: 158 BT_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; SGreen warm down<br />
$Name: 159 BT_dwn_4.wav, 0, 0.70, 2, 2000, 3000 ; BGreen warm down<br />
$Name: 160 BT_dwn_5.wav, 0, 0.70, 2, 2000, 3000 ; BFGreen warm down<br />
$Name: 161 BT_dwn_6.wav, 0, 0.70, 2, 2000, 3000 ; T_AntiFtr warm down<br />
$Name: 162 Empty, 0, 0.50, 0<br />
$Name: 163 Empty, 0, 0.50, 0<br />
$Name: 164 Empty, 0, 0.50, 0<br />
$Name: 165 Empty, 0, 0.50, 0<br />
$Name: 166 Empty, 0, 0.50, 0<br />
$Name: 167 Empty, 0, 0.50, 0<br />
$Name: 168 Empty, 0, 0.50, 0<br />
$Name: 169 Empty, 0, 0.50, 0<br />
$Name: 170 Empty, 0, 0.50, 0<br />
$Name: 171 Empty, 0, 0.50, 0<br />
$Name: 172 Empty, 0, 0.50, 0<br />
$Name: 173 SupNova1.wav, 0, 1.00, 0 ; SuperNova (distant)<br />
$Name: 174 SupNova2.wav, 0, 1.00, 0 ; SuperNova (shockwave)<br />
$Name: 175 ship_c4.wav, 0, 0.80, 1, 400, 800 ; Shivan large engine (3d sound)<br />
$Name: 176 ship_c5.wav, 0, 0.80, 1, 400, 1000 ; Shivan large engine (3d sound)<br />
$Name: 177 BS_SRed.wav, 0, 0.70, 2, 1500, 3000 ; SRed beam loop<br />
$Name: 178 BS_LRed.wav, 0, 0.70, 2, 1500, 3000 ; LRed beam loop<br />
$Name: 179 BS_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop<br />
$Name: 180 Thunder_01.wav, 0, 0.70, 0 ; Thunder 1 sound in neblua<br />
$Name: 181 Thunder_02.wav, 0, 0.70, 0 ; Thunder 2 sound in neblua<br />
$Name: 182 BS_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up<br />
$Name: 183 BS_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up<br />
$Name: 184 BS_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up<br />
$Name: 185 Commnode.wav, 0, 0.60, 1, 200, 500 ; Shivan Commnode<br />
$Name: 186 Pirate.wav, 0, 0.60, 1, 400, 1000 ; Volition PirateShip<br />
$Name: 187 BS_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; SRed warm down<br />
$Name: 188 BS_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; LRed warm down<br />
$Name: 189 BS_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; AntiFtr warm down<br />
$Name: 190 Inst1.wav, 0, 0.80, 1, 500, 2000 ; Instellation 1<br />
$Name: 191 Inst2.wav, 0, 0.80, 1, 500, 2000 ; Instellation 2<br />
<br />
;SCP ADDED SOUNDS START HERE<br />
$Name: 200 m_load.wav, 0, 0.60, 1, 10, 50 ; Ballistic Weapon Rearm Start<br />
$Name: 201 m_lock.wav, 0, 0.50, 1, 10, 50 ; Ballistic Weapon Rearm<br />
;<br />
#Game Sounds End<br />
;<br />
#Interface Sounds Start<br />
$Name: 0 user_c.wav, 0, 0.70, 0 ; mouse click<br />
$Name: 1 empty, 0, 0.70, 0 ; pick up a ship icon (not used)<br />
$Name: 2 load01.wav, 0, 0.60, 0 ; drop a ship icon on a wing slot<br />
$Name: 3 unload01.wav, 0, 0.60, 0 ; drop a ship icon back to the list<br />
$Name: 4 beep_4.wav, 0, 0.70, 0 ; press briefing, ship selection or weapons bar (top-left)<br />
$Name: 5 user_c.wav, 0, 0.70, 0 ; Switching to a new screen, but not commit<br />
$Name: 6 beep_4.wav, 0, 0.70, 0 ; help pressed<br />
$Name: 7 commit.wav, 0, 0.60, 0 ; commit pressed<br />
$Name: 8 user_c.wav, 0, 0.70, 0 ; prev/next pressed<br />
$Name: 9 user_c.wav, 0, 0.70, 0 ; scroll pressed (and scroll)<br />
$Name: 10 fail.wav, 0, 0.70, 0 ; general failure sound for any event<br />
$Name: 11 shipview.wav, 0, 0.50, 0 ; ship animation starts (ie text and ship first appear)<br />
$Name: 12 main_amb.wav, 0, 0.60, 0 ; ambient sound for the Terran main hall (looping)<br />
$Name: 13 vas_amb.wav, 0, 0.60, 0 ; ambient sound for the Vasudan main hall (looping)<br />
$Name: 14 user_a.wav, 0, 0.70, 0 ; brief stage change<br />
$Name: 15 user_i.wav, 0, 0.70, 0 ; brief stage change fail<br />
$Name: 16 beep_3.wav, 0, 0.70, 0 ; selet brief icon<br />
$Name: 17 user_o.wav, 0, 0.50, 0 ; user_over (mouse over a control)<br />
$Name: 18 user_c.wav, 0, 0.70, 0 ; user_click (mouse selects a control)<br />
$Name: 19 reset.wav, 0, 0.70, 0 ; reset (or similar button) pressed<br />
$Name: 20 textdraw.wav, 0, 0.60, 0 ; briefing text wipe<br />
$Name: 21 Lift_Mix.wav, 0, 0.50, 0 ; main hall - elevator<br />
$Name: 22 weapview.wav, 0, 0.60, 0 ; weapon animation starts<br />
$Name: 23 dooropen.wav, 0, 0.50, 0 ; door in main hall opens<br />
$Name: 24 doorclose.wav, 0, 0.50, 0 ; door in main hall closes<br />
$Name: 25 itemdraw.wav, 0, 0.50, 0 ; glow in main hall opens<br />
$Name: 26 Crane_1.wav, 0, 0.50, 0 ; main hall - crane 1<br />
$Name: 27 sub_amb.wav, 0, 0.60, 0 ; ambient sound for menus off the main hall (looping)<br />
$Name: 28 user_c.wav, 0, 0.70, 0 ; popup dialog box appeared<br />
$Name: 29 user_c.wav, 0, 0.70, 0 ; popup dialog box goes away<br />
$Name: 30 1_yes.wav, 0, 1.00, 0 ; voice clip played when volume slider changes<br />
$Name: 31 Crane_2.wav, 0, 0.50, 0 ; main hall - crane 2<br />
$Name: 32 Option1.wav, 0, 0.70, 0 ; main hall options - mouse on <br />
$Name: 33 Option2.wav, 0, 0.70, 0 ; main hall options - mouse off<br />
$Name: 34 Techroom1.wav, 0, 0.70, 0 ; main hall tech room - mouse on<br />
$Name: 35 Techroom2.wav, 0, 0.70, 0 ; main hall tech room - mouse off<br />
$Name: 36 Exitopen.wav, 0, 0.60, 0 ; main hall exit open<br />
$Name: 37 Exitclose.wav, 0, 0.60, 0 ; main hall exit close<br />
$Name: 38 pa_1.wav, 0, 0.50, 0 ; main hall random intercom 1<br />
$Name: 39 pa_2.wav, 0, 0.50, 0 ; main hall random intercom 2<br />
$Name: 40 pa_3.wav, 0, 0.50, 0 ; main hall random intercom 3<br />
$Name: 41 highlight.wav, 0, 0.40, 0 ; spinning highlight in briefing<br />
$Name: 42 noiz.wav, 0, 0.40, 0 ; static in a briefing stage cut<br />
$Name: 43 Camp_on.wav, 0, 0.70, 0 ; main hall campaign - mouse on<br />
$Name: 44 Camp_off.wav, 0, 0.70, 0 ; main hall campaign - mouse off<br />
$Name: 45 V_Hatch_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open <br />
$Name: 46 V_Hatch_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close<br />
$Name: 47 V_Roll_Open.wav, 0, 0.80, 0 ; vasudan hall - hatch open <br />
$Name: 48 V_Roll_Close.wav, 0, 0.80, 0 ; vasudan hall - hatch close<br />
$Name: 49 V_Lift_Up.wav, 0, 0.70, 0 ; vasudan hall - lift up<br />
$Name: 50 V_Lift_Down.wav, 0, 0.70, 0 ; vasudan hall - lift down<br />
$Name: 51 V_Lite_On.wav, 0, 0.70, 0 ; vasudan hall - glow on<br />
$Name: 52 V_Lite_Off.wav, 0, 0.70, 0 ; vasudan hall - glow off<br />
$Name: 53 Skiff.wav, 0, 0.70, 0 ; vasudan hall - skiff loop<br />
$Name: 54 V_Map_On.wav, 0, 0.70, 0 ; vasudan hall - screen on<br />
$Name: 55 V_Map_Off.wav, 0, 0.70, 0 ; vasudan hall - screen off<br />
$Name: 56 V_Head_1.wav, 0, 0.70, 0 ; vasudan hall - vasudan greeting<br />
$Name: 57 V_Head_2.wav, 0, 0.70, 0 ; vasudan hall - vasudan bye<br />
$Name: 58 V_Pa_01.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 1<br />
$Name: 59 V_Pa_02.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 2<br />
$Name: 60 V_Pa_03.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 3<br />
$Name: 61 bup.wav, 0, 0.90, 0 ; bup bup bup-bup bup bup<br />
$Name: 62 thankyou.wav, 0, 0.90, 0 ; thankyou<br />
$Name: 63 V_Exit_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open<br />
$Name: 64 V_Exit_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close<br />
;<br />
#Interface Sounds End<br />
;<br />
; Each species can have up to 4 different flyby sounds<br />
; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan<br />
; the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound<br />
#Flyby Sounds Start<br />
<br />
$Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
$Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
<br />
$Vasudan: 0 V_flyby1.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
$Vasudan: 1 V_flyby2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
<br />
$Shivan: 0 S_flyby1.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)<br />
$Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)<br />
<br />
#Flyby Sounds End<br />
</pre><br />
<br />
*Sound Environments section<br />
<pre><br />
#Sound Environments Start<br />
<br />
; All options with default values and ranges<br />
$Name: EFX Defaults<br />
+Density: 1.0 ; range: 0.0 - 1.0<br />
+Diffusion: 1.0 ; linear multiplier, range: 0.0 - 1.0<br />
+Gain: 0.32 ; gain/volume, linear gain, range: 0.0 - 1.0<br />
+Gain HF: 0.89 ; high frequency gain, linear gain, range: 0.0 - 1.0<br />
+Gain LF: 0.0 ; low frequency gain, linear gain, range: 0.0 - 1.0<br />
+Decay Time: 1.49 ; decay, seconds, range: 0.1 - 20.0<br />
+Decay HF Ratio: 0.83 ; high frequency decay multiplier (damping), linear multiplier, range: 0.1 - 20.0<br />
+Decay LF Ratio: 1.0 ; low frequency decay multiplier, linear multiplier, range: 0.1 - 20.0<br />
+Reflections Gain: 0.05 ; linear gain, range: 0.0 - 3.16<br />
+Reflections Delay: 0.007 ; seconds, range: 0.0 - 0.3<br />
+Reflections Pan: 0.0, 0.0, 0.0 ; vector, magnitude, range(s): 0.0 - 1.0<br />
+Late Reverb Gain: 1.26 ; linear gain, range: 0.0 - 10.0<br />
+Late Reverb Delay: 0.011 ; seconds, range: 0.0 - 0.1<br />
+Late Reverb Pan: 0.0, 0.0, 0.0 ; vector, magnitude, range(s): 0.0 - 1.0<br />
+Echo Time: 0.25 ; seconds, range: 0.075 - 0.25<br />
+Echo Depth: 0.0 ; linear multiplier, range: 0.0 - 1.0<br />
+Modulation Time: 0.25 ; seconds, range: 0.004 - 4.0<br />
+Modulation Depth: 0.0 ; linear multiplier, range: 0.0 - 1.0<br />
+HF Reference: 5000.0 ; Hz, range: 1000.0 - 20000.0<br />
+LF Reference: 250.0 ; Hz, range: 20.0 - 1000.0 (should be 1/10th or less of HF Reference value)<br />
+Room Rolloff Factor: 0.0 ; linear multiplier, range: 0.0 - 10.0<br />
+Air Absorption Gain HF: 0.994 ; linear gain per meter, range: 0.892 - 1.0<br />
+Decay HF Limit: true ; boolean<br />
<br />
; Set up an environment for subspace missions based on the EAX 'Drugged' effect<br />
$Name: Subspace<br />
$Template: Drugged<br />
+Gain: 0.8<br />
+Decay HF Ratio: 1.188<br />
+Decay Time: 6.392<br />
<br />
; Set the default environment to the EAX 'Hangar' effect<br />
$Name: Default<br />
$Template: None<br />
<br />
#Sound Environments End<br />
</pre><br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Sounds.tbl&diff=65439Sounds.tbl2024-01-07T14:14:48Z<p>-Joshua-: </p>
<hr />
<div>{{TableVersion| 344502c (Git commit)}}<br />
{{Tables}}<br />
The '''sounds.tbl''' is a file for defining the various sounds played ingame.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-snd.tbm<br />
<br />
==Format==<br />
*Table file consists of several sections<br />
*First section defines the sound for the actual game play. It begins at '''#Game Sounds Start''' and ends at'''#Game Sounds End'''<br />
*Second section defines the interface sounds. It starts at '''#Interface Sounds Start''' and ends at '''#Interface Sounds End'''<br />
*Third section defines the flyby sounds for different species. It begins at '''#Flyby Sounds Start''' and ends at '''#Flyby Sounds End'''<br />
*This table has three possible syntaxes. The "Sound set" syntax allows to use multiple sounds. The "SCP Syntax" was introduced as a general improvement over the retail Syntax and is very similar to the sound set syntax.<br />
**The Sound set syntax allows to specify multiple sound files for one sound entry and also has a wider variety of options for specifying how the sound should be played. This syntax is based on the SCP syntax and it should be easy to adapt sound entries that use the SCP syntax to the new sound set syntax. This is only required if the new features of the sound set changes are to be used. Otherwise the SCP syntax can be used.<br />
**The SCP Syntax is an improvement of the retail syntax whis is easier to read, and likely preferred for modular tables and extendability.<br />
**The Retail Syntax is the syntax used by the retail tables which was kept in place to keep retail compatibility<br />
*Most of the sounds are hardcoded in the engine (that is, the engine expects sound 33 to be the missile rearm sound, as an example). Modders should follow the retail table layout, and not assign sound numbers smaller than 250 to their custom sounds. This avoids index collisions.<br />
<br />
==Sound set syntax==<br />
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible. See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}<br />
<br />
{{Table381|<br />
}}<br />
<br />
If this syntax is in use then the new sound set features can be used. These include the ability to use multiple sound files for one entry and with this feature it is possible to randomize the volume and pitch values when a sound is played. Compared to the SCP syntax there are only a few changes: Instead of ''+Filename'' this now uses ''+Entry'' and allows using that option as often as needed. The ''+Volume'' option accepts a random range for possible values and the ''+Pitch'' option is new.<br />
<br />
In most entries, the name of the file ('''Second''' value) can be replaced with 'empty' if the particular sound index is not in use.<br />
<br />
===#Game Sounds Start===<br />
Notes<br />
*Cockpit sounds are in general non-3D sounds<br />
*All the other in-flight sounds are, in general, 3D sounds<br />
*Non-3D sounds do not require the '''+3D Sound''' entries<br />
<br />
<br />
Example Line<br />
<pre><br />
$Name: 6<br />
+Entry: breakup<br />
+Cycle type: sequential<br />
+Preload: no<br />
+Volume: (0.60)<br />
+3D Sound:<br />
+Attenuation start: 100<br />
+Attenuation end: 800<br />
+Priority: High<br />
+Limit: 3<br />
+Pitch: (1.0)<br />
</pre><br />
<br />
====$Name:====<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+nocreate====<br />
*Allows editing of the sound without creating a new sound handle<br />
*Must be placed after '''$Name:''' and before the '''String'''<br />
*Example<br />
**<pre>$Name: +nocreate SoundName</pre><br />
{{Warning|<br />
Unlike most other tables, existing entries cannot be overwritten/modified without the presence of '''+nocreate'''.}}<br />
<br />
====+Entry:====<br />
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.<br />
*Always required once, even if +nocreate is used.<br />
*To specify no sound file, use "empty" (without the quotes)<br />
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.<br />
*Syntax: '''String'''<br />
<br />
====+Cycle type:====<br />
*Specifies how the next sound entry should be chosen from the ''+Entry'' list<br />
*Required, optional if +nocreate is used<br />
*May use one of the following modes:<br />
**'''sequential''': The entry will be chosen sequentially from the list. '''Note:''' The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.<br />
**'''random''': An entry is chosen uniformly at random from the entries list<br />
*Syntax: '''sequential''' or '''random'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.5 1.0)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
====+3D Sound:====<br />
*Sets up table syntax for specifying 3D sound options<br />
*If present the sound will be loaded as a 3D sound<br />
*No argument should be specified<br />
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''<br />
<br />
====+Attenuation Start:====<br />
*Defines the distance from the origin of the 3D sound where it begins to attenuate<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Attenuation End:====<br />
*Defines the distance from the origin of the 3D sound where it is inaudible<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Priority:====<br />
*Optional, for use with [[Enhanced sound|enhanced sound]]<br />
*Can be used with or without an accompanying +Limit:<br />
*Specifies the priority of this sound when enhanced sound is used<br />
*Should be based on how important this sound is and also how likely the player will notice if the sound drops out<br />
*overrides the engine default value<br />
*For valid values, see the table below. Values are not case-sensitive.<br />
*See the [[Enhanced sound]] page for more information.<br />
*Syntax: '''String'''<br />
<br />
<pre><br />
Value Meaning<br />
----- -------<br />
Must Play Absolutely must play<br />
High Very important<br />
Medium-High Important<br />
Medium Somewhat important<br />
Medium-Low Only a little important<br />
Low Not important<br />
</pre><br />
<br />
====+Limit:====<br />
*Optional, for use with [[Enhanced sound|enhanced sound]]<br />
*Can be used with or without an accompanying +Priority:<br />
*Specifies how many instances of the sound can play at the same time<br />
*overrides the engine default value<br />
*Must be in the range 1 - 15<br />
{{Table222| <br />
*Limit can now be set as high as 255<br />
}}<br />
*See the [[Enhanced sound]] page for more information,<br />
*Syntax: '''Integer'''<br />
<br />
====+Pitch:====<br />
*Specifies which pitch values the sound may be assigned<br />
*Optional, defaults to 1.0<br />
*This is a random range which specifies the possible pitch values the sound may be assigned<br />
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.9 1.1)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
'''Section ends with #Game Sounds End'''<br />
<br />
<br />
===#Interface Sounds Start===<br />
Notes<br />
*Interface sounds are not 3D sounds. You may specify '''+3D Sound:''' properties, but they will be ignored.<br />
<br />
<br />
Example Line<br />
<pre><br />
$Name: CraneSound1<br />
+Entry: Crane_1<br />
+Cycle type: sequential<br />
+Preload: no<br />
+Volume: 0.50<br />
</pre><br />
<br />
====$Name:====<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+nocreate====<br />
*Allows editing of the sound without creating a new sound handle<br />
*Must be placed after '''$Name:''' and before the '''String'''<br />
*Example<br />
**<pre>$Name: +nocreate SoundName</pre><br />
<br />
<br />
====+Entry:====<br />
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.<br />
*Always required once, even if +nocreate is used.<br />
*To specify no sound file, use "empty" (without the quotes)<br />
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.<br />
*Syntax: '''String'''<br />
<br />
====+Cycle type:====<br />
*Specifies how the next sound entry should be chosen from the ''+Entry'' list<br />
*Required, optional if +nocreate is used<br />
*May use one of the following modes:<br />
**'''sequential''': The entry will be chosen sequentially from the list. '''Note:''' The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.<br />
**'''random''': An entry is chosen uniformly at random from the entries list<br />
*Syntax: '''sequential''' or '''random'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.5 1.0)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
====+Pitch:====<br />
*Specifies which pitch values the sound may be assigned<br />
*Optional, defaults to 1.0<br />
*This is a random range which specifies the possible pitch values the sound may be assigned<br />
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.9 1.1)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
<br />
'''Section ends with #Interface Sounds End'''<br />
<br />
<br />
===#Flyby Sounds Start===<br />
Notes<br />
*Each species has two flyby sounds. One for the fighters and one for the bombers.<br />
*Flyby sounds are all 3D sounds.<br />
*Each flyby sound is defined on a line that begins with the species name ('''String''', species name, eg. '''$Terran:''').<br />
*'''THE FLYBY SECTION CANNOT USE +nocreate'''<br />
If you want to modify a flyby sound entry of a species in a modular table then you will need to have entries for both types.<br />
<br />
Line starts with '''$SPECIES:''' in the place of '''$Name:'''<br />
<br />
Example Terran Section<br />
<pre><br />
$Terran: 0<br />
+Entry: T_flyby1<br />
+Cycle type: sequential<br />
+Preload: no<br />
+Volume: (0.75)<br />
+3D Sound:<br />
+Attenuation start: 200<br />
+Attenuation end: 400<br />
<br />
$Terran: 1<br />
+Entry: T_flyby2<br />
+Cycle type: sequential<br />
+Preload: no<br />
+Volume: (0.75)<br />
+3D Sound:<br />
+Attenuation start: 200<br />
+Attenuation end: 400<br />
</pre><br />
<br />
====$Name:====<br />
*'''$Name''' must be replaced with '''$SPECIES''' as from the [[Species_defs.tbl]]<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*In this case it will usually be a '''1''' or a '''0'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+Entry:====<br />
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.<br />
*Always required once, even if +nocreate is used.<br />
*To specify no sound file, use "empty" (without the quotes)<br />
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.<br />
*Syntax: '''String'''<br />
<br />
====+Cycle type:====<br />
*Specifies how the next sound entry should be chosen from the ''+Entry'' list<br />
*Required, optional if +nocreate is used<br />
*May use one of the following modes:<br />
**'''sequential''': The entry will be chosen sequentially from the list. '''Note:''' The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.<br />
**'''random''': An entry is chosen uniformly at random from the entries list<br />
*Syntax: '''sequential''' or '''random'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.5 1.0)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
====+3D Sound:====<br />
*Sets up table syntax for specifying 3D sound options<br />
*If present the sound will be loaded as a 3D sound<br />
*No argument should be specified<br />
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''<br />
<br />
====+Attenuation Start:====<br />
*Defines the distance from the origin of the 3D sound where it begins to attenuate<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Attenuation End:====<br />
*Defines the distance from the origin of the 3D sound where it is inaudible<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Pitch:====<br />
*Specifies which pitch values the sound may be assigned<br />
*Optional, defaults to 1.0<br />
*This is a random range which specifies the possible pitch values the sound may be assigned<br />
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.<br />
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.9 1.1)''. It is also valid to only specify one value if there should be no randomization.<br />
<br />
'''Section ends with #Flyby Sounds End'''<br />
<br />
<br />
==SCP Syntax==<br />
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible. See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}<br />
<br />
In most entries, the name of the file ('''Second''' value) can be replaced with 'empty' if the particular sound index is not in use.<br />
<br />
===#Game Sounds Start===<br />
Notes<br />
*Cockpit sounds are in general non-3D sounds<br />
*All the other in-flight sounds are, in general, 3D sounds<br />
*Non-3D sounds do not require the '''+3D Sound''' entries<br />
<br />
<br />
Example Line<br />
<pre><br />
$Name: 6<br />
+Filename: breakup<br />
+Preload: no<br />
+Volume: 0.60<br />
+3D Sound:<br />
+Attenuation start: 100<br />
+Attenuation end: 800<br />
+Priority: High<br />
+Limit: 3<br />
</pre><br />
<br />
====$Name:====<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+nocreate====<br />
*Allows editing of the sound without creating a new sound handle<br />
*Must be placed after '''$Name:''' and before the '''String'''<br />
*Example<br />
**<pre>$Name: +nocreate SoundName</pre><br />
<br />
====+Filename:====<br />
*The name of the actual sound file to play<br />
*Always required, even if +nocreate is used.<br />
*To specify no sound file, use "empty" (without the quotes)<br />
*If +nocreate is used and you don't want to change the original filename, then use <same> (including the <>)<br />
*Syntax: '''String'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a percentage<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''Float'''<br />
<br />
====+3D Sound:====<br />
*Sets up table syntax for specifying 3D sound options<br />
*If present the sound will be loaded as a 3D sound<br />
*No argument should be specified<br />
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''<br />
<br />
====+Attenuation Start:====<br />
*Defines the distance from the origin of the 3D sound where it begins to attenuate<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Attenuation End:====<br />
*Defines the distance from the origin of the 3D sound where it is inaudible<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Priority:====<br />
*Optional, for use with [[Enhanced sound|enhanced sound]]<br />
*Can be used with or without an accompanying +Limit:<br />
*Specifies the priority of this sound when enhanced sound is used<br />
*Should be based on how important this sound is and also how likely the player will notice if the sound drops out<br />
*overrides the engine default value<br />
*For valid values, see the table below. Values are not case-sensitive.<br />
*See the [[Enhanced sound]] page for more information.<br />
*Syntax: '''String'''<br />
<br />
<pre><br />
Value Meaning<br />
----- -------<br />
Must Play Absolutely must play<br />
High Very important<br />
Medium-High Important<br />
Medium Somewhat important<br />
Medium-Low Only a little important<br />
Low Not important<br />
</pre><br />
<br />
====+Limit:====<br />
*Optional, for use with [[Enhanced sound|enhanced sound]]<br />
*Can be used with or without an accompanying +Priority:<br />
*Specifies how many instances of the sound can play at the same time<br />
*overrides the engine default value<br />
*Must be in the range 1 - 15<br />
*See the [[Enhanced sound]] page for more information,<br />
*Syntax: '''Integer'''<br />
<br />
<br />
'''Section ends with #Game Sounds End'''<br />
<br />
<br />
===#Interface Sounds Start===<br />
Notes<br />
*Interface sounds are not 3D sounds. You may specify '''+3D Sound:''' properties, but they will be ignored.<br />
<br />
<br />
Example Line<br />
<pre><br />
$Name: CraneSound1<br />
+Filename: Crane_1<br />
+Preload: no<br />
+Volume: 0.50<br />
</pre><br />
<br />
====$Name:====<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+nocreate====<br />
*Allows editing of the sound without creating a new sound handle<br />
*Must be placed after '''$Name:''' and before the '''String'''<br />
*Example<br />
**<pre>$Name: +nocreate SoundName</pre><br />
<br />
====+Filename:====<br />
*The name of the actual sound file to play<br />
*Syntax: '''String'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a percentage<br />
*Syntax: '''Float'''<br />
<br />
<br />
'''Section ends with #Interface Sounds End'''<br />
<br />
<br />
===#Flyby Sounds Start===<br />
Notes<br />
*Each species has two flyby sounds. One for the fighters and one for the bombers.<br />
*Flyby sounds are all 3D sounds.<br />
*Each flyby sound is defined on a line that begins with the species name ('''String''', species name, eg. '''$Terran:''').<br />
*'''THE FLYBY SECTION CANNOT USE +nocreate'''<br />
If you want to modify a flyby sound entry of a species in a modular table then you will need to have entries for both types.<br />
<br />
Line starts with '''$SPECIES:''' in the place of '''$Name:'''<br />
<br />
Example Terran Section<br />
<pre><br />
$Terran: 0<br />
+Filename: T_flyby1<br />
+Preload: no<br />
+Volume: 0.75<br />
+3D Sound:<br />
+Attenuation start: 200<br />
+Attenuation end: 400<br />
<br />
$Terran: 1<br />
+Filename: T_flyby2<br />
+Preload: no<br />
+Volume: 0.75<br />
+3D Sound:<br />
+Attenuation start: 200<br />
+Attenuation end: 400<br />
</pre><br />
<br />
====$Name:====<br />
*'''$Name''' must be replaced with '''$SPECIES''' as from the [[Species_defs.tbl]]<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*In this case it will usually be a '''1''' or a '''0'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+Filename:====<br />
*The name of the actual sound file to play<br />
*Syntax: '''String'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a percentage<br />
*Syntax: '''Float'''<br />
<br />
====+3D Sound:====<br />
*Sets up table syntax for specifying 3D sound options<br />
*If present the sound will be loaded as a 3D sound<br />
*No argument should be specified<br />
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''<br />
<br />
====+Attenuation Start:====<br />
*Defines the distance from the origin of the 3D sound where it begins to attenuate<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Attenuation End:====<br />
*Defines the distance from the origin of the 3D sound where it is inaudible<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
<br />
'''Section ends with #Flyby Sounds End'''<br />
<br />
==Retail Syntax==<br />
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible. See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}<br />
<br />
In most entries, the name of the file ('''Second''' value) can be replaced with 'empty' if the particular sound index is not in use.<br />
<br />
===#Game Sounds Start===<br />
Notes<br />
*Cockpit sounds are in general non-3D sounds that ought to be of type '0', however all the other in-flight sounds are in general 3D sounds and ought to of type '1' (or type '2').<br />
*Type 0 sounds do not require the '''Sixth''' and '''Seventh''' entries.<br />
<br />
Example Line<br />
<pre>$Name: 6 breakup.wav, 0, 0.60, 1, 100, 800</pre><br />
<br />
Line starts with ''$Name:'' and has seven entries separated by commas except for the first and second entries.<br />
<br />
**'''First''' value is the index number of the sound ('''Integer''')<br />
**'''Second''' value is the name of actual sound file ('''String''', filename).<br />
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)<br />
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)<br />
**'''Fifth''' value sets the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2'). This defaults to 3D stereo if it is not available ('''Integer''', 0, 1 or 2)<br />
***'''Sixth''' value defines the distance from the origin of 3D sound where it begins to attenuate and is not used with normal non-3D sounds (type 0)('''Integer''')<br />
***'''Seventh''' value sets the distance from the origin of the 3D sound where it is inaudible and is not used with normal non-3D sounds (type 0)('''Integer''')<br />
<br />
<br />
'''Section ends with #Game Sounds End'''<br />
<br />
<br />
===#Interface Sounds Start===<br />
Notes<br />
*Interface sounds are not 3D sounds. Use type '0' sounds. The '''Sixth''' and '''Seventh''' entries can be left out of sounds in this section.<br />
<br />
Example Line<br />
<pre>$Name: 26 Crane_1.wav, 0, 0.50, 0</pre><br />
<br />
Line starts with ''$Name:'' and has five entries separated by commas except for the first and second entries.<br />
<br />
**'''First''' value is the index number of the sound ('''Integer''')<br />
**'''Second''' value is the name of actual sound file ('''String''', filename or '''Empty''').<br />
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)<br />
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)<br />
**'''Fifth''' value sets the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2'). This defaults to 3D stereo if it is not available ('''Integer''', 0, 1 or 2)<br />
<br />
<br />
'''Section ends with #Interface Sounds End'''<br />
<br />
===#Flyby Sounds Start===<br />
Notes<br />
*Each species has two flyby sounds. One for the fighters and one for the bombers.<br />
*Flyby sounds are all 3D sounds of type '1' for the '''Fifth''' value.<br />
*Each flyby sound is defined on a single line that begins with the species name ('''String''', species name, eg. '''$Terran:''').<br />
<br />
Retail flyby section<br />
<pre><br />
#Flyby Sounds Start<br />
<br />
$Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
$Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
<br />
$Vasudan: 0 V_flyby1.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
$Vasudan: 1 V_flyby2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
<br />
$Shivan: 0 S_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Shivan ship1 flyby player sound (3d sound)<br />
$Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Shivan ship1 flyby player sound (3d sound)<br />
<br />
#Flyby Sounds End<br />
</pre><br />
<br />
Line starts with ''$SPECIES:'' and has seven entries separated by commas except for the first and second entries.<br />
<br />
**'''First''' value is the label of the flyby sound, usually 0 for the first (small-ship) entry and 1 for the second (large-ship)entry. ('''Integer''')<br />
**'''Second''' value is the name of actual sound file ('''String''', filename).<br />
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)<br />
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)<br />
**'''Fifth''' value sets the sound type and should be set to 3D stereo sound (type '1') ('''Integer''', 0, 1 or 2)<br />
***'''Sixth''' value defines the distance from the origin of 3D sound where it begins to attenuate (type 0)('''Integer''')<br />
***'''Seventh''' value sets the distance from the origin of the 3D sound where it is inaudible (type 0)('''Integer''')<br />
<br />
<br />
'''Section ends with #Flyby Sounds End'''<br />
<br />
{{Table372|<br />
==Sound Environments==<br />
*Allows defining custom EFX sound effects (reverb) as well as changing the default. You can then select these in FRED2, under Mission Specs - Sound Environment. Fred2 already has a bunch of default ones coded in.<br />
}}<br />
===#Sound Environments Start===<br />
====$Name:====<br />
*Lets you define a name for this preset. <br />
*If it's "Default", it'll be applied in all missions that don't define their own.<br />
====$Template:====<br />
*Lets you set the EAX template which will act as a default for all subsequent settings. <br />
*The default setting in FSO is "Hangar". <br />
*[https://github.com/kcat/openal-soft/blob/master/include/AL/efx-presets.h The default presets available in OpenAL-Soft can be found here.] Please note that not all of them are implemented (anything not listed below the default section).<br />
*For easy editing, simply set a template and +gain.<br />
{{Note|<br />
*All Subsequent settings are optional. Their default is defined by $Template:<br />
*[https://usermanual.wiki/Pdf/Effects20Extension20Guide.90272296/view#95 The EAX Reverb manual contains detailed explenations of what all of these do if you want to fine tune them]}}<br />
=====+Density=====<br />
*range: 0.0 - 1.0<br />
=====+Diffusion:=====<br />
*linear multiplier<br />
*range: 0.0 - 1.0<br />
=====+Gain:=====<br />
*gain/volume<br />
*linear gain<br />
*range: 0.0 - 1.0<br />
=====+Gain HF:=====<br />
*high frequency gain<br />
*linear gain<br />
*range: 0.0 - 1.0<br />
=====+Gain LF:=====<br />
*low frequency gain<br />
*linear gain<br />
*range: 0.0 - 1.0<br />
=====+Decay time:=====<br />
*deacy<br />
*seconds<br />
*range: 0.1 - 20<br />
=====+Decay HF Ratio=====<br />
*high frequency decay multiplier (damping)<br />
*linear multiplier<br />
*range: 0.1 - 20<br />
=====+Decay LF Ratio=====<br />
*low frequency decay multiplier<br />
*linear multiplier<br />
*range: 0.1 - 20<br />
=====+reflections gain=====<br />
*linear gain<br />
*range: 0.0 - 3.16<br />
=====+Reflections Delay:=====<br />
*seconds<br />
*range: 0.0 - 0.3<br />
=====+Reflactions Pan:=====<br />
*vector (0.0, 0.0, 0.0)<br />
*magnitude<br />
*range(s): 0.0 - 1.0<br />
=====+Late Reverb Gain:=====<br />
*linear gain<br />
*range: 0.0 - 10.0<br />
=====+Late Reverb Delay:=====<br />
*seconds<br />
*range: 0.0 - 0.1<br />
=====+Late Reverb Pan:=====<br />
*vector<br />
*magnitude<br />
*range(s): 0.0 - 1.0<br />
=====+Echo Time:=====<br />
*seconds<br />
*range: 0.075 - 0.25<br />
=====+Echo Depth:=====<br />
*linear multiplier<br />
*range: 0.0 - 1.0<br />
=====+Modulation Time:=====<br />
*seconds<br />
*range: 0.004 - 4.0<br />
=====+Modulation Depth:=====<br />
*linear multiplier<br />
*range: 0.0 - 1.0<br />
=====+HF Reference:=====<br />
*Hz<br />
*range: 1000.0 - 20000.0<br />
=====+LF Reference:=====<br />
*Hz<br />
*range: 20.0 - 1000.0 (should be 1/10th or less of HF Reference value)<br />
=====+Room Rolloff Factor:=====<br />
*linear multiplier<br />
*range: 0.0 - 10.0<br />
=====+Air Absorption Gain HF:=====<br />
*linear gain per meter<br />
*range: 0.892 - 1.0<br />
=====+Decay HF Limit:=====<br />
*boolean<br />
===#Sound Environments End===<br />
<br />
<br />
<br />
==Sample==<br />
*Retail FreeSpace 2 table<br />
<br />
<pre><br />
;<br />
; sounds.tbl *<br />
;<br />
; file to specify general game sounds<br />
;<br />
; I M P O R T A N T<br />
; **********************************************************<br />
; * *<br />
; ====> DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS <====*<br />
; * *<br />
; **********************************************************<br />
; I M P O R T A N T<br />
;<br />
; If a sound entry appears in this file, there is a hook into the game to<br />
; play the sound. This file can only be modified to change *existing* sounds.<br />
; Talk to a programmer if you want to add brand new sounds. Adding a line to<br />
; this file will not make your sound appear in the game, it will more than<br />
; likely break something.<br />
;<br />
; If you don't want the sound to play, put none.wav as the sound to play.<br />
;<br />
; The fields for a sound entry are:<br />
; 1) unqiue sound signature<br />
; 2) filename of the sound<br />
; 3) flag to indicate sound should always be pre-loaded before a mission<br />
; 4) the default volume (from 0.0 -> 1.0)<br />
; 5) 0 - not 3d 1 - stereo 3D 2 - Aureal A3D (if available), otherwise use stereo 3D<br />
; 6) distance at which sound starts to attenuate (for 3d sounds only)<br />
; 7) distance at which sound is inaudible (for 3d sounds only)<br />
;<br />
#Game Sounds Start<br />
; Misc sounds section ** = Aureal 3d support | * = FS = 3D support<br />
$Name: 0 trk-loop.wav, 0, 0.40, 0 ; Missle tracking to acquire a lock (looped)<br />
$Name: 1 lock.wav, 0, 0.40, 0 ; Missle lock (non-looping)<br />
$Name: 2 cycle.wav, 0, 0.60, 0 ; cycle primary weapon<br />
$Name: 3 cycle.wav, 0, 0.60, 0 ; cycle secondary weapon<br />
$Name: 4 ship_p.wav, 0, 0.30, 0 ; engine sound (as heard in cockpit)<br />
$Name: 5 reveal.wav, 0, 0.40, 0 ; cargo revealed <br />
$Name: 6 breakup.wav, 0, 0.60, 1, 100, 800 ; ship death roll (3d sound)<br />
$Name: 7 boom_3.wav, 0, 0.90, 2, 600, 1200 ; * ship explosion 1 (3d sound)<br />
$Name: 8 beep_2.wav, 0, 0.40, 0 ; target acquried<br />
$Name: 9 switch_1.wav, 0, 0.50, 0 ; energy level change success<br />
$Name: 10 beep_5.wav, 0, 0.50, 0 ; energy level change fail<br />
$Name: 11 switch_2.wav, 0, 0.50, 0 ; energy transfer success<br />
$Name: 12 beep_5.wav, 0, 0.50, 0 ; energy transfer faile<br />
$Name: 13 thr_full.wav, 0, 0.40, 0 ; set full throttle<br />
$Name: 14 thr_off.wav, 0, 0.40, 0 ; set zero throttle<br />
$Name: 15 thr_up.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (up)<br />
$Name: 16 thr_dwn.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (down)<br />
$Name: 17 approach.wav, 0, 0.60, 1, 10, 800 ; dock approach retros (3d sound)<br />
$Name: 18 attach.wav, 0, 0.60, 1, 10, 800 ; dock attach (3d sound)<br />
$Name: 19 detach.wav, 0, 0.60, 1, 10, 800 ; dock detach (3d sound)<br />
$Name: 20 depart.wav, 0, 0.60, 1, 10, 800 ; dock depart retros (3d sound)<br />
$Name: 21 aburn_1.wav, 0, 0.70, 0 ; afterburner engage (3d sound)<br />
$Name: 22 aburn_2.wav, 0, 0.90, 0 ; afterburner burn sound (looped)<br />
$Name: 23 vaporize2.wav, 0, 0.90, 0 ; Destroyed by a beam (vaporized)<br />
$Name: 24 aburn_1f.wav, 0, 0.50, 0 ; afterburner fail (no fuel when aburn pressed)<br />
$Name: 25 alert_2.wav, 0, 0.40, 0 ; heat-seeker launch warning<br />
$Name: 26 m_fail.wav, 0, 0.60, 0 ; tried to fire a missle when none are left<br />
$Name: 27 l_fail.wav, 0, 0.60, 0 ; tried to fire lasers when not enough energy left<br />
$Name: 28 fail.wav, 0, 0.50, 0 ; target fail sound (i.e. press targeting key, but nothing happens)<br />
$Name: 29 beep_1.wav, 0, 0.50, 0 ; squadmate message menu appears<br />
$Name: 30 beep_1.wav, 0, 0.50, 0 ; squadmate message menu disappears<br />
$Name: 31 debris.wav, 0, 0.40, 2, 100, 300 ; ** debris sound (persistant, looping) (3d sound)<br />
$Name: 32 subhit.wav, 0, 0.60, 0 ; subsystem gets destroyed on player ship<br />
$Name: 33 m_load.wav, 0, 0.60, 1, 10, 50 ; missle start load (during rearm/repair) (3d sound)<br />
$Name: 34 m_lock.wav, 0, 0.50, 1, 10, 50 ; missle load (during rearm/repair) (3d sound)<br />
$Name: 35 repair.wav, 0, 0.50, 0 ; ship is being repaired (during rearm/repair) (looped)<br />
$Name: 36 l_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by laser fire (3d sound)<br />
$Name: 37 m_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by missile (3d sound)<br />
$Name: 38 cycle.wav, 0, 0.80, 0 ; countermeasure cycle<br />
$Name: 39 s_hit_4.wav, 0, 0.60, 1, 200, 600 ; * shield hit (3d sound)<br />
$Name: 40 s_hit_2.wav, 0, 0.80, 1, 10, 100 ; * player shield is hit (3d sound)<br />
$Name: 41 select.wav, 0, 0.60, 0 ; mouse click<br />
$Name: 42 alert_3.wav, 0, 0.60, 0 ; aspect launch warning<br />
$Name: 43 beep_4.wav, 0, 0.60, 0 ; shield quadrant transfer successful<br />
$Name: 44 wash.wav, 0, 0.80, 1, 200, 400 ; Engine wash looping sound<br />
$Name: 45 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for arriving (3d sound)<br />
$Name: 46 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for departing (3d sound)<br />
$Name: 47 aburn_1f.wav, 0, 0.50, 0 ; player warp has failed<br />
$Name: 48 static.wav, 0, 0.60, 0 ; hud gauge static<br />
$Name: 49 boom_1.wav, 0, 0.90, 1, 600, 1200 ; * ship explosion 2 (3d sound)<br />
$Name: 50 rev1.wav, 0, 0.70, 0 ; ship is warping out in 3rd person<br />
$Name: 51 s_hit_0.wav, 0, 0.70, 1, 100, 200 ; * heavy ship-ship collide sound (3d sound)<br />
$Name: 52 collide.wav, 0, 0.70, 1, 100, 200 ; * light ship-ship collide sound (3d sound)<br />
$Name: 53 s_hit_1.wav, 0, 0.70, 1, 100, 200 ; * shield ship-ship collide overlay sound (3d sound)<br />
$Name: 54 alert_1.wav, 0, 0.50, 0 ; missile threat indicator flashes<br />
$Name: 55 proximity1.wav, 0, 0.70, 0 ; proximity warning (heat seeker)<br />
$Name: 56 proximity2.wav, 0, 0.70, 0 ; proximity warning (aspect)<br />
$Name: 57 directive.wav, 0, 0.70, 0 ; directive complete<br />
$Name: 58 subhit2.wav, 0, 0.90, 1, 250, 800 ; * other ship subsystem destroyed (3d sound)<br />
$Name: 59 atomic.wav, 0, 0.90, 1, 2000, 4000 ; * captial ship explosion (3d sound)<br />
$Name: 60 subhit2.wav, 0, 0.90, 1, 250, 1500 ; * captial ship subsystem destroyed (3d sound)<br />
$Name: 61 warp2.wav, 0, 1.00, 1, 1500, 2000 ; [obsolete] large ship warps out (looping 3d sound)<br />
$Name: 62 ast_lghit.wav, 0, 0.80, 1, 750, 1500 ; ** large asteroid blows up (3d sound)<br />
$Name: 63 ast_smhit.wav, 0, 0.80, 1, 500, 1000 ; ** small asteroid blows up (3d sound)<br />
$Name: 64 cue_voice.wav, 0, 0.90, 0 ; sound to indicate voice is about to start<br />
$Name: 65 end_voice.wav, 0, 0.90, 0 ; sound to indicate voice has ended<br />
$Name: 66 scan.wav, 0, 0.50, 0 ; cargo scanning (looping)<br />
$Name: 67 l_flyby.wav, 0, 0.80, 1, 50, 250 ; * weapon flyby sound<br />
$Name: 68 asteroid.wav, 0, 0.50, 1, 200, 700 ; [obsolete] asteroid sound (persistant, looping) (3d sound)<br />
$Name: 69 warp_open.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole opening (3d sound)<br />
$Name: 70 warp_close.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole closing (3d sound)<br />
$Name: 71 rumble.wav, 0, 0.70, 1, 600, 1000 ; LARGE engine ambient<br />
$Name: 72 subspace_left.wav, 0, 0.30, 0 ; subspace ambient sound (left channel) (looping)<br />
$Name: 73 subspace_right.wav, 0, 0.30, 0 ; subspace ambient sound (right channel) (looping)<br />
$Name: 74 Evaded.wav, 0, 0.70, 0 ; "evaded" HUD popup<br />
$Name: 75 rumble.wav, 0, 0.70, 1, 600, 1000 ; HUGE engine ambient<br />
;<br />
; Weapons section<br />
;<br />
$Name: 76 L_Sidearm.wav, 0, 0.50, 1, 50, 400 ; SD-4 Sidearm laser fired<br />
$Name: 77 L_Scalpel.wav, 0, 0.50, 1, 50, 400 ; DR-2 Scalpel fired<br />
$Name: 78 L_Flail2.wav, 0, 0.50, 1, 50, 400 ; Flail II fired<br />
$Name: 79 L_Prom_R.wav, 0, 0.50, 1, 50, 400 ; Prometheus R laser fired<br />
$Name: 80 L_Prom_S.wav, 0, 0.50, 1, 50, 400 ; Prometheus S laser fired<br />
$Name: 81 L_Newton.wav, 0, 0.50, 1, 50, 400 ; GTW-66 Newton Cannon fired<br />
$Name: 82 L_Kayser.wav, 0, 0.55, 1, 50, 400 ; UD-8 Kayser Laser fired<br />
$Name: 83 L_Circle.wav, 0, 0.50, 1, 50, 400 ; GTW-19 Circe laser fired<br />
$Name: 84 L_Lich.wav, 0, 0.50, 1, 50, 400 ; GTW-83 Lich laser fired<br />
$Name: 85 hit_1.wav, 0, 0.90, 1, 200, 800 ; Laser impact<br />
$Name: 86 L_Vasmid.wav, 0, 0.50, 1, 50, 400 ; Subach-HLV Vasudan laser<br />
$Name: 87 m_wasp.wav, 0, 0.80, 1, 50, 400 ; rockeye missile launch<br />
$Name: 88 boom_2.wav, 0, 0.80, 1, 500, 1000 ; missile impact 1<br />
$Name: 89 m_mag.wav, 0, 0.80, 1, 50, 400 ; mag pulse missile launch<br />
$Name: 90 m_fury.wav, 0, 0.80, 1, 50, 400 ; fury missile launch<br />
$Name: 91 m_shrike.wav, 0, 0.80, 1, 50, 400 ; shrike missile launch<br />
$Name: 92 m_angel.wav, 0, 0.80, 1, 50, 400 ; angel fire missile launch<br />
$Name: 93 m_cluster.wav, 0, 0.80, 1, 50, 400 ; cluster bomb launch<br />
$Name: 94 m_clusterb.wav, 0, 0.80, 1, 50, 400 ; cluster baby bomb launch<br />
$Name: 95 m_stiletto.wav, 0, 0.80, 1, 50, 400 ; stiletto bomb launch<br />
$Name: 96 m_tsunami.wav, 0, 0.80, 1, 50, 400 ; tsunami bomb launch<br />
$Name: 97 m_harbinger.wav, 0, 0.80, 1, 50, 400 ; harbinger bomb launch<br />
$Name: 98 m_mega.wav, 0, 0.80, 1, 50, 400 ; mega wokka launch<br />
$Name: 99 counter_1.wav, 0, 0.70, 1, 50, 200 ; countermeasure 1 launch<br />
$Name: 100 l_alien1.wav, 0, 0.60, 1, 50, 400 ; Shivan light laser (3d sound)<br />
$Name: 101 clusterboom.wav, 0, 0.80, 1, 750, 2000 ; shockwave ignition (3d sound)<br />
$Name: 102 m_swarm.wav, 0, 0.70, 1, 50, 400 ; swarm missile sound (3d sound)<br />
$Name: 103 l_alien2.wav, 0, 0.60, 1, 100, 400 ; Shivan heavy laser (3d sound)<br />
$Name: 104 capital4.wav, 0, 0.70, 1, 500, 1500 ; Vasudan SuperCap engine (3d sound)<br />
$Name: 105 capital5.wav, 0, 0.70, 1, 500, 1500 ; Shivan SuperCap engine (3d sound)<br />
$Name: 106 capital6.wav, 0, 0.70, 1, 500, 1500 ; Terran SuperCap engine (3d sound)<br />
$Name: 107 l_vaslight.wav, 0, 0.60, 1, 50, 400 ; Vasudan light laser fired (3d sound)<br />
$Name: 108 l_alien3.wav, 0, 0.60, 1, 50, 400 ; Shivan heavy laser (3d sound)<br />
$Name: 109 shockwave.wav, 0, 1.00, 1, 50, 800 ; ** shockwave impact (3d sound)<br />
$Name: 110 Turret_T1.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 1<br />
$Name: 111 Turret_T2.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 2<br />
$Name: 112 Turret_V1.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 1<br />
$Name: 113 Turret_V2.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 2<br />
$Name: 114 Turret_S1.wav, 0, 0.50, 2, 200, 1000 ; SHIVAN TURRET 1<br />
$Name: 115 paintloop.wav, 0, 0.60, 1, 50, 200 ; targeting laser loop sound<br />
$Name: 116 FlakLaunch.wav, 0, 0.60, 1, 250, 1000 ; Flak Gun Launch<br />
$Name: 117 boom_4.wav, 0, 0.80, 1, 400, 800 ; Flak Gun Impact<br />
$Name: 118 m_emp.wav, 0, 0.60, 1, 50, 400 ; EMP Missle<br />
$Name: 119 Escape.wav, 0, 0.60, 1, 200, 600 ; Escape Pod Drone<br />
$Name: 120 Vaporize1.wav, 0, 0.70, 0 ; Beam Hit 1<br />
$Name: 121 beam_loop.wav, 0, 0.70, 2, 1500, 3000 ; beam loop<br />
$Name: 122 beam_up.wav, 0, 0.70, 2, 1500, 3000 ; beam power up<br />
$Name: 123 beam_down.wav, 0, 0.70, 2, 1500, 3000 ; beam power down<br />
$Name: 124 beam_shot1.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 1<br />
$Name: 125 beam_shot2.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 2<br />
;Ship Engine Sounds section<br />
$Name: 126 ship_a1.wav, 0, 0.60, 1, 200, 400 ; Terran fighter engine (3d sound)<br />
$Name: 127 ship_a2.wav, 0, 0.70, 1, 300, 600 ; Terran bomber engine (3d sound)<br />
$Name: 128 ship_a3.wav, 0, 0.80, 1, 400, 800 ; Terran cruiser engine (3d sound)<br />
$Name: 129 ship_b1.wav, 0, 0.70, 1, 200, 400 ; Vasudan fighter engine (3d sound)<br />
$Name: 130 ship_b2.wav, 0, 0.80, 1, 300, 600 ; Vasudan bomber engine (3d sound)<br />
$Name: 131 ship_b3.wav, 0, 0.80, 1, 400, 800 ; Vasudan cruiser engine (3d sound)<br />
$Name: 132 ship_c1.wav, 0, 0.60, 1, 200, 400 ; Shivan fighter engine (3d sound)<br />
$Name: 133 ship_c2.wav, 0, 0.70, 1, 300, 600 ; Shivan bomber engine (3d sound)<br />
$Name: 134 ship_c3.wav, 0, 0.80, 1, 400, 800 ; Shivan cruiser engine (3d sound)<br />
$Name: 135 beacon.wav, 0, 0.60, 1, 300, 600 ; Repair ship beacon/engine sound (3d sound)<br />
$Name: 136 capital1.wav, 0, 0.70, 1, 500, 1500 ; Terran capital engine (3d sound)<br />
$Name: 137 capital2.wav, 0, 0.70, 1, 500, 1500 ; Vasudan capital engine (3d sound)<br />
$Name: 138 capital3.wav, 0, 0.70, 1, 500, 1500 ; Shivan capital engine (3d sound)<br />
; Electrical arc sound fx on the debris pieces<br />
$Name: 139 Arc_01.wav, 0, 0.30, 2, 200, 500 ; ** 0.10 second spark sound effect (3d sound)<br />
$Name: 140 Arc_02.wav, 0, 0.30, 2, 200, 500 ; ** 0.25 second spark sound effect (3d sound)<br />
$Name: 141 Arc_03.wav, 0, 0.30, 2, 200, 500 ; ** 0.50 second spark sound effect (3d sound)<br />
$Name: 142 Arc_04.wav, 0, 0.30, 2, 200, 500 ; ** 0.75 second spark sound effect (3d sound)<br />
$Name: 143 Arc_05.wav, 0, 0.30, 2, 200, 500 ; ** 1.00 second spark sound effect (3d sound)<br />
; Beam Sounds<br />
$Name: 144 BT_LTerSlash.wav, 0, 0.70, 2, 1500, 3000 ; LTerSlash beam loop<br />
$Name: 145 BT_TerSlash.wav, 0, 0.70, 2, 1500, 3000 ; TerSlash beam loop<br />
$Name: 146 BT_SGreen.wav, 0, 0.70, 2, 1500, 3000 ; SGreen beam loop<br />
$Name: 147 BT_BGreen.wav, 0, 0.70, 2, 1500, 3000 ; BGreen beem loop<br />
$Name: 148 BT_BFGreen.wav, 0, 0.70, 2, 1500, 3000 ; BFGreen been loop<br />
$Name: 149 BT_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop<br />
$Name: 150 BT_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up<br />
$Name: 151 BT_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up<br />
$Name: 152 BT_up_2.5.wav, 0, 0.60, 2, 1500, 3000 ; 2.5 sec warm up<br />
$Name: 153 BT_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up<br />
$Name: 154 BT_up_3.5.wav, 0, 0.60, 2, 1500, 3000 ; 3.5 sec warm up<br />
$Name: 155 BT_up_5.wav, 0, 0.60, 2, 1500, 3000 ; 5 sec warm up<br />
$Name: 156 BT_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; LTerSlash warm down<br />
$Name: 157 BT_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; TerSlash warm down<br />
$Name: 158 BT_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; SGreen warm down<br />
$Name: 159 BT_dwn_4.wav, 0, 0.70, 2, 2000, 3000 ; BGreen warm down<br />
$Name: 160 BT_dwn_5.wav, 0, 0.70, 2, 2000, 3000 ; BFGreen warm down<br />
$Name: 161 BT_dwn_6.wav, 0, 0.70, 2, 2000, 3000 ; T_AntiFtr warm down<br />
$Name: 162 Empty, 0, 0.50, 0<br />
$Name: 163 Empty, 0, 0.50, 0<br />
$Name: 164 Empty, 0, 0.50, 0<br />
$Name: 165 Empty, 0, 0.50, 0<br />
$Name: 166 Empty, 0, 0.50, 0<br />
$Name: 167 Empty, 0, 0.50, 0<br />
$Name: 168 Empty, 0, 0.50, 0<br />
$Name: 169 Empty, 0, 0.50, 0<br />
$Name: 170 Empty, 0, 0.50, 0<br />
$Name: 171 Empty, 0, 0.50, 0<br />
$Name: 172 Empty, 0, 0.50, 0<br />
$Name: 173 SupNova1.wav, 0, 1.00, 0 ; SuperNova (distant)<br />
$Name: 174 SupNova2.wav, 0, 1.00, 0 ; SuperNova (shockwave)<br />
$Name: 175 ship_c4.wav, 0, 0.80, 1, 400, 800 ; Shivan large engine (3d sound)<br />
$Name: 176 ship_c5.wav, 0, 0.80, 1, 400, 1000 ; Shivan large engine (3d sound)<br />
$Name: 177 BS_SRed.wav, 0, 0.70, 2, 1500, 3000 ; SRed beam loop<br />
$Name: 178 BS_LRed.wav, 0, 0.70, 2, 1500, 3000 ; LRed beam loop<br />
$Name: 179 BS_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop<br />
$Name: 180 Thunder_01.wav, 0, 0.70, 0 ; Thunder 1 sound in neblua<br />
$Name: 181 Thunder_02.wav, 0, 0.70, 0 ; Thunder 2 sound in neblua<br />
$Name: 182 BS_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up<br />
$Name: 183 BS_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up<br />
$Name: 184 BS_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up<br />
$Name: 185 Commnode.wav, 0, 0.60, 1, 200, 500 ; Shivan Commnode<br />
$Name: 186 Pirate.wav, 0, 0.60, 1, 400, 1000 ; Volition PirateShip<br />
$Name: 187 BS_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; SRed warm down<br />
$Name: 188 BS_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; LRed warm down<br />
$Name: 189 BS_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; AntiFtr warm down<br />
$Name: 190 Inst1.wav, 0, 0.80, 1, 500, 2000 ; Instellation 1<br />
$Name: 191 Inst2.wav, 0, 0.80, 1, 500, 2000 ; Instellation 2<br />
<br />
;SCP ADDED SOUNDS START HERE<br />
$Name: 200 m_load.wav, 0, 0.60, 1, 10, 50 ; Ballistic Weapon Rearm Start<br />
$Name: 201 m_lock.wav, 0, 0.50, 1, 10, 50 ; Ballistic Weapon Rearm<br />
;<br />
#Game Sounds End<br />
;<br />
#Interface Sounds Start<br />
$Name: 0 user_c.wav, 0, 0.70, 0 ; mouse click<br />
$Name: 1 empty, 0, 0.70, 0 ; pick up a ship icon (not used)<br />
$Name: 2 load01.wav, 0, 0.60, 0 ; drop a ship icon on a wing slot<br />
$Name: 3 unload01.wav, 0, 0.60, 0 ; drop a ship icon back to the list<br />
$Name: 4 beep_4.wav, 0, 0.70, 0 ; press briefing, ship selection or weapons bar (top-left)<br />
$Name: 5 user_c.wav, 0, 0.70, 0 ; Switching to a new screen, but not commit<br />
$Name: 6 beep_4.wav, 0, 0.70, 0 ; help pressed<br />
$Name: 7 commit.wav, 0, 0.60, 0 ; commit pressed<br />
$Name: 8 user_c.wav, 0, 0.70, 0 ; prev/next pressed<br />
$Name: 9 user_c.wav, 0, 0.70, 0 ; scroll pressed (and scroll)<br />
$Name: 10 fail.wav, 0, 0.70, 0 ; general failure sound for any event<br />
$Name: 11 shipview.wav, 0, 0.50, 0 ; ship animation starts (ie text and ship first appear)<br />
$Name: 12 main_amb.wav, 0, 0.60, 0 ; ambient sound for the Terran main hall (looping)<br />
$Name: 13 vas_amb.wav, 0, 0.60, 0 ; ambient sound for the Vasudan main hall (looping)<br />
$Name: 14 user_a.wav, 0, 0.70, 0 ; brief stage change<br />
$Name: 15 user_i.wav, 0, 0.70, 0 ; brief stage change fail<br />
$Name: 16 beep_3.wav, 0, 0.70, 0 ; selet brief icon<br />
$Name: 17 user_o.wav, 0, 0.50, 0 ; user_over (mouse over a control)<br />
$Name: 18 user_c.wav, 0, 0.70, 0 ; user_click (mouse selects a control)<br />
$Name: 19 reset.wav, 0, 0.70, 0 ; reset (or similar button) pressed<br />
$Name: 20 textdraw.wav, 0, 0.60, 0 ; briefing text wipe<br />
$Name: 21 Lift_Mix.wav, 0, 0.50, 0 ; main hall - elevator<br />
$Name: 22 weapview.wav, 0, 0.60, 0 ; weapon animation starts<br />
$Name: 23 dooropen.wav, 0, 0.50, 0 ; door in main hall opens<br />
$Name: 24 doorclose.wav, 0, 0.50, 0 ; door in main hall closes<br />
$Name: 25 itemdraw.wav, 0, 0.50, 0 ; glow in main hall opens<br />
$Name: 26 Crane_1.wav, 0, 0.50, 0 ; main hall - crane 1<br />
$Name: 27 sub_amb.wav, 0, 0.60, 0 ; ambient sound for menus off the main hall (looping)<br />
$Name: 28 user_c.wav, 0, 0.70, 0 ; popup dialog box appeared<br />
$Name: 29 user_c.wav, 0, 0.70, 0 ; popup dialog box goes away<br />
$Name: 30 1_yes.wav, 0, 1.00, 0 ; voice clip played when volume slider changes<br />
$Name: 31 Crane_2.wav, 0, 0.50, 0 ; main hall - crane 2<br />
$Name: 32 Option1.wav, 0, 0.70, 0 ; main hall options - mouse on <br />
$Name: 33 Option2.wav, 0, 0.70, 0 ; main hall options - mouse off<br />
$Name: 34 Techroom1.wav, 0, 0.70, 0 ; main hall tech room - mouse on<br />
$Name: 35 Techroom2.wav, 0, 0.70, 0 ; main hall tech room - mouse off<br />
$Name: 36 Exitopen.wav, 0, 0.60, 0 ; main hall exit open<br />
$Name: 37 Exitclose.wav, 0, 0.60, 0 ; main hall exit close<br />
$Name: 38 pa_1.wav, 0, 0.50, 0 ; main hall random intercom 1<br />
$Name: 39 pa_2.wav, 0, 0.50, 0 ; main hall random intercom 2<br />
$Name: 40 pa_3.wav, 0, 0.50, 0 ; main hall random intercom 3<br />
$Name: 41 highlight.wav, 0, 0.40, 0 ; spinning highlight in briefing<br />
$Name: 42 noiz.wav, 0, 0.40, 0 ; static in a briefing stage cut<br />
$Name: 43 Camp_on.wav, 0, 0.70, 0 ; main hall campaign - mouse on<br />
$Name: 44 Camp_off.wav, 0, 0.70, 0 ; main hall campaign - mouse off<br />
$Name: 45 V_Hatch_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open <br />
$Name: 46 V_Hatch_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close<br />
$Name: 47 V_Roll_Open.wav, 0, 0.80, 0 ; vasudan hall - hatch open <br />
$Name: 48 V_Roll_Close.wav, 0, 0.80, 0 ; vasudan hall - hatch close<br />
$Name: 49 V_Lift_Up.wav, 0, 0.70, 0 ; vasudan hall - lift up<br />
$Name: 50 V_Lift_Down.wav, 0, 0.70, 0 ; vasudan hall - lift down<br />
$Name: 51 V_Lite_On.wav, 0, 0.70, 0 ; vasudan hall - glow on<br />
$Name: 52 V_Lite_Off.wav, 0, 0.70, 0 ; vasudan hall - glow off<br />
$Name: 53 Skiff.wav, 0, 0.70, 0 ; vasudan hall - skiff loop<br />
$Name: 54 V_Map_On.wav, 0, 0.70, 0 ; vasudan hall - screen on<br />
$Name: 55 V_Map_Off.wav, 0, 0.70, 0 ; vasudan hall - screen off<br />
$Name: 56 V_Head_1.wav, 0, 0.70, 0 ; vasudan hall - vasudan greeting<br />
$Name: 57 V_Head_2.wav, 0, 0.70, 0 ; vasudan hall - vasudan bye<br />
$Name: 58 V_Pa_01.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 1<br />
$Name: 59 V_Pa_02.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 2<br />
$Name: 60 V_Pa_03.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 3<br />
$Name: 61 bup.wav, 0, 0.90, 0 ; bup bup bup-bup bup bup<br />
$Name: 62 thankyou.wav, 0, 0.90, 0 ; thankyou<br />
$Name: 63 V_Exit_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open<br />
$Name: 64 V_Exit_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close<br />
;<br />
#Interface Sounds End<br />
;<br />
; Each species can have up to 4 different flyby sounds<br />
; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan<br />
; the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound<br />
#Flyby Sounds Start<br />
<br />
$Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
$Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
<br />
$Vasudan: 0 V_flyby1.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
$Vasudan: 1 V_flyby2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
<br />
$Shivan: 0 S_flyby1.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)<br />
$Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)<br />
<br />
#Flyby Sounds End<br />
</pre><br />
<br />
*Sound Environments section<br />
<pre><br />
#Sound Environments Start<br />
<br />
; All options with default values and ranges<br />
$Name: EFX Defaults<br />
+Density: 1.0 ; range: 0.0 - 1.0<br />
+Diffusion: 1.0 ; linear multiplier, range: 0.0 - 1.0<br />
+Gain: 0.32 ; gain/volume, linear gain, range: 0.0 - 1.0<br />
+Gain HF: 0.89 ; high frequency gain, linear gain, range: 0.0 - 1.0<br />
+Gain LF: 0.0 ; low frequency gain, linear gain, range: 0.0 - 1.0<br />
+Decay Time: 1.49 ; decay, seconds, range: 0.1 - 20.0<br />
+Decay HF Ratio: 0.83 ; high frequency decay multiplier (damping), linear multiplier, range: 0.1 - 20.0<br />
+Decay LF Ratio: 1.0 ; low frequency decay multiplier, linear multiplier, range: 0.1 - 20.0<br />
+Reflections Gain: 0.05 ; linear gain, range: 0.0 - 3.16<br />
+Reflections Delay: 0.007 ; seconds, range: 0.0 - 0.3<br />
+Reflections Pan: 0.0, 0.0, 0.0 ; vector, magnitude, range(s): 0.0 - 1.0<br />
+Late Reverb Gain: 1.26 ; linear gain, range: 0.0 - 10.0<br />
+Late Reverb Delay: 0.011 ; seconds, range: 0.0 - 0.1<br />
+Late Reverb Pan: 0.0, 0.0, 0.0 ; vector, magnitude, range(s): 0.0 - 1.0<br />
+Echo Time: 0.25 ; seconds, range: 0.075 - 0.25<br />
+Echo Depth: 0.0 ; linear multiplier, range: 0.0 - 1.0<br />
+Modulation Time: 0.25 ; seconds, range: 0.004 - 4.0<br />
+Modulation Depth: 0.0 ; linear multiplier, range: 0.0 - 1.0<br />
+HF Reference: 5000.0 ; Hz, range: 1000.0 - 20000.0<br />
+LF Reference: 250.0 ; Hz, range: 20.0 - 1000.0 (should be 1/10th or less of HF Reference value)<br />
+Room Rolloff Factor: 0.0 ; linear multiplier, range: 0.0 - 10.0<br />
+Air Absorption Gain HF: 0.994 ; linear gain per meter, range: 0.892 - 1.0<br />
+Decay HF Limit: true ; boolean<br />
<br />
; Set up an environment for subspace missions based on the EAX 'Drugged' effect<br />
$Name: Subspace<br />
$Template: Drugged<br />
+Gain: 0.8<br />
+Decay HF Ratio: 1.188<br />
+Decay Time: 6.392<br />
<br />
; Set the default environment to the EAX 'Hangar' effect<br />
$Name: Default<br />
$Template: None<br />
<br />
#Sound Environments End<br />
</pre><br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Messages.tbl&diff=65297Messages.tbl2023-10-27T17:48:17Z<p>-Joshua-: /* Filters */</p>
<hr />
<div>{{TableVersion|10943}}<br />
{{Tables}}<br />
The '''messages.tbl''' is used to link actions, animations, and sounds of the messages received during the mission. Personas are used to group messages by the same talker, for example, all the Wingman 1 (Male Terran Pilot) messages go with a Wingman 1 persona.<br />
<br />
Each message is composed of a text macro, and optionally a head .ani and/or an audio macro.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-msg.tbm<br />
<br />
==#Message Settings==<br />
{{Table232|<br />
Optional settings for messages behavior}}<br><br />
<br />
===$Allow Any Ship To Send Backup Messages:===<br />
{{Table232|<br />
*By default, Backup messages won't play unless they have at least one filter. Enabling this option will enable backup messages globally<br />
*Syntax: '''''boolean'''''}}<br />
<br />
==#Message Frequencies==<br />
{{Table3615|<br />
Optional Group. Defines how often and how many times during the campaign the messages should be shown.}}<br><br />
<br />
<br />
===$Name:===<br />
{{Table3615|<br />
Required. Defines the message to augment.<br />
*Syntax: '''String'''<br />
*Available Values: See [[Messages.tbl#.24Name:_2|$Name in Messages.tbl]]}}<br><br />
<br />
<br />
===+Occurrence Chance:===<br />
{{Table3615|<br />
Optional. Defines the % chance this message will be played when the associated event occurs. For example, if you score a kill, and the '''+Occurrence Chance:''' is 10 for a Praise message, then there is a 10% chance that you a Praise message will play.<br />
*Syntax: '''Integer'''<br />
*Available Values: '''Between 0 and 100'''}}<br><br />
<br />
===+Maximum Count:===<br />
{{Table3615|<br />
Optional. Defines the maximum number of times this message will be played during a given mission.<br />
*Syntax: '''Integer'''}}<br><br />
<br />
===+Minimum Delay:===<br />
{{Table3615|<br />
Optional. Defines the minimum delay time between being queue by the game and the time the message actually plays. (This helps simulate "organic" AI's)<br />
*Syntax: '''Integer''' in milliseconds}}<br><br />
<br />
==#Moods==<br />
{{Table3615|<br />
Optional. You can change the mission mood using the new set-mission-mood SEXP, and those moods can be used to filter what built-in messages are played by defining a mood within a message. This section lists all available moods for use in the table and in the SEXP.}}<br><br />
<br />
===$Mood:===<br />
{{Table3615|<br />
Optional. The name of a mood to be attached to a message and set as a mission mood. Example: Happy, Vengeful, etc.<br />
*Syntax: '''String'''}}<br><br />
<br />
==#End==<br />
{{Table3615|<br />
The moods section, if it exists, must end with #End.}}<br />
<br />
==#Personas==<br />
Required. The #Personas group is used to define the all of the personas used for the messages.<br><br />
<br />
<br />
===$Persona:===<br />
Required. Defines the name of the persona<br />
*Syntax: '''String'''<br><br />
<br />
<br />
===$Type:===<br />
Required. Defines the type of the persona<br />
*Syntax: '''String'''<br />
*Available types:<br />
::'''wingman'''<br />
::'''support'''<br />
::'''large'''<br />
::'''command'''<br><br />
<br />
<br />
===+<Species>===<br />
Optional. The +<Species> (such as '''+Vasudan''') can be used to assign personas to other species. If omitted, the Persona is assigned to the '''default''' species.<br />
*Syntax: +'''String'''<br><br />
{{Table232|This line can now appear multiple times, allowing a persona to be used by multiple species.}}<br />
<br />
===$Allow substitution of missing messages:===<br />
{{Table373|Optional. This is set to true by default, meaning that in cases where a Persona does not have defined messages for all built-in message types, the engine will try to find a matching message from other personas of the same type and species.<br />
*Syntax: '''Boolean'''<br>}}<br />
<br />
===$No automatic assignment:===<br />
{{Table232|Optional. This excludes a persona from being assigned to a ship that needs to send a message but does not have a specific persona assigned.<br />
*Syntax: '''Boolean'''<br>}}<br />
<br />
==#Messages==<br />
Required. The #Messages group contains all available messages.<br><br />
<br />
===$Name:===<br />
Required. Defines the type of the message<br />
*Syntax: '''String'''<br />
*Available types (types marked with '''*''' do not have code support) :<br />
**'''All Alone'''<br />
**'''All Clear''' * <br />
**'''Arrive Enemy'''<br />
**'''Attack Target'''<br />
**'''AWACS at 25'''<br />
**'''AWACS at 75'''<br />
**'''Backup'''<br />
**'''Check 6'''<br />
**'''Death'''<br />
**'''Depart'''<br />
**'''Disable Target'''<br />
**'''Disarm Target'''<br />
**'''Docking Start''' *<br />
**'''Engage'''<br />
**'''Help'''<br />
**'''Ignore Target'''<br />
**'''Instructor Attack'''<br />
**'''Instructor Hit'''<br />
**'''No Target'''<br />
**'''No'''<br />
**'''On way'''<br />
**'''Oops 1''' * (Only Command has code support in Retail)<br />
**'''Permission''' *<br />
**'''Player Dead'''<br />
**'''Praise'''<br />
**'''Rearm on Way'''<br />
**'''Rearm warping in'''<br />
**'''Rearm'''<br />
**'''Repair Aborted'''<br />
**'''Repair Done'''<br />
**'''Repair'''<br />
**'''Stray Warning Final'''<br />
**'''Stray Warning'''<br />
**'''Stray''' *<br />
**'''Support Killed'''<br />
**'''Traitor'''<br />
**'''yes'''<br />
{{Table3611|<br />
**'''High Praise'''<br />
**'''Praise Self''' <br />
**'''Primaries Low'''}}<br />
{{Table232|<br />
**'''Attack Subsystem'''<br />
**'''Cover me'''<br />
**'''Form on my wing'''<br />
**'''Protect Target'''}}<br><br />
{{Table232|<br />
**The following have been deprecated. Use '''Backup''' with a '''+Wing Name:''' [[Messages.tbl#Filters|Filter]] instead.<br />
***'''Beta Arrived'''<br />
***'''Gamma Arrived'''<br />
***'''Delta Arrived'''<br />
***'''Epsilon Arrived'''}}<br />
<br />
===$Message: and $MessageNew:===<br />
Defines the message shown in game screen when the message is triggered. Value is a reference to [[tstrings.tbl]].<br><br />
'''$Message:''' is used for single-line messages, while '''$MessageNew:''' is used for multi-line messages (but can also be used for single-line messages)<br />
*'''$MessageNew:''' is preferred over '''$Message:'''<br />
*Syntax: XSTR("'''string'''", '''integer''')<br><br />
<br />
<br />
===+Persona:===<br />
Optional. Defines the persona associated with the message<br />
*Syntax:<br />
'''String'''<br><br />
<br />
===+AVI Name:===<br />
Optional. Determines the ANI file to be played when the message is triggered.<br />
<br />
In FSO 3.7.4 and later, the game initially attempts to use the file ''<string>''.ani with a persona message. In earlier versions, or if ''<string>''.ani does not exist, the game picks one of ''<string>''a.ani, ''<string>''b.ani and ''<string>''c.ani each time. So if you have defined ''+Avi Name: Head-Joe'', and ''Head-Joe.ani'' does not exist, the game will attempt to use the files ''Head-Joea.ani'', ''Head-Joeb.ani'' and ''Head-Joec.ani''. For wingmen personas, the ''c'' variant is assumed to be a death animation.<br />
*Syntax: '''String'''<br><br />
<br />
===+Wave Name:===<br />
Optional. Sets the sounds file that is played when the message is triggered<br />
*Syntax: '''String'''<br><br />
<br />
<br />
===$Mood:===<br />
{{Table3615|<br />
The mood where this message should ideally be played. It may be played on other moods as long as it is not excluded for them below, if no better matching message is found.<br />
*Syntax: '''String'''}}<br><br />
<br />
===$Exclude Mood:===<br />
{{Table3615|<br />
A list of moods not to play this message, ever. The list goes in parentheses. See Terran 'Attack Target' example below for usage.<br />
*Syntax: '''String List'''}}<br><br />
<br />
===$Filter by sender:===<br />
{{Table232|<br />
*Applies the filters to the ship sending the message.<br />
*Any number of filters can be used, including multiple of any type of filters.<br />
*All filters must match for a message to be sent.<br />
*Syntax: See [[Messages.tbl#Filters|Filters]]}}<br />
<br />
===$Filter by subject:===<br />
{{Table232|<br />
*Applies the filters to the ship the message is "about". For order confirmations, the subject is the target of the order. For Praise/High Praise/Praise Self messages, it's the ship that died. For Help and Check 6, it's the attacker. For arrival messages, it's the wing leader of the arriving wing.<br />
*Any number of filters can be used, including multiple of any type of filters.<br />
*All filters must match for a message to be sent.<br />
*Syntax: See [[Messages.tbl#Filters|Filters]]}}<br />
<br />
==#End==<br />
{{Table3615|<br />
The very last entry must be #End. No exceptions.}}<br><br />
<br />
<br />
==#Simulated Speech Overrides==<br />
{{Table3613|<br />
Optional. Used to add file names to the generic message list, which defaults to 'none', 'cuevoice', 'cue_voice', 'emptymsg', 'generic', and 'msgstart'. Filenames listed below will be overridden by Text to Speech (TTS) when it is enabled, in addition to those in the default list.}}<br><br />
<br />
===$File Name:===<br />
{{Table3613|<br />
Optional. File name to add to the overrides list. Filenames provided here, however, must include an extension or a warning will be issues, for example msg_1.wav.<br />
*Syntax: '''String'''}}<br><br />
<br />
==#End==<br />
{{Table3613|<br />
Must also end the optional Simulated Speech Overrides section with #End.}}<br><br />
<br />
==Filters==<br />
{{Table232|<br />
*Messages can be filtered with [[Messages.tbl#$Filter by sender:|$Filter by sender:]] or [[Messages.tbl#$Filter by subject:|$Filter by subject:]].<br />
*These can be applied multiple times for each filer. So the following example would match Vasudan or Shivan Bombers and nothing else.<br />
<pre><br />
+Species: Vasudan<br />
+Species: Shivan<br />
+Type: Bomber<br />
</pre>}}<br />
<br />
===+Ship name:===<br />
*Matches the name of the ship<br />
*Syntax: '''''String'''''<br />
<br />
===+Callsign:===<br />
*Matches the callsign of the ship<br />
*Syntax: '''''String'''''<br />
<br />
===+Class name:===<br />
*Matches the class of the ship<br />
*Respects alt-names as defined in FRED<br />
*Syntax: '''''String'''''<br />
<br />
===+Wing name:===<br />
*Matches the wing that the ship is in<br />
*Syntax: '''''String'''''<br />
<br />
===+Species:===<br />
*Matches the species of the ship<br />
*Syntax: '''''String'''''<br />
<br />
===+Type:===<br />
*Matches the type of the ship as defined in [[objecttypes.tbl]]<br />
*Syntax: '''''String'''''<br />
<br />
==Sample==<br />
This is a snippet of the retail FreeSpace 2 table, highlighting two major examples between a default (Terran) persona and a species (Vasudan) persona. Command, Support, and Large ship message examples are also included. Newer features have been added for extra clarification of their usage.<br />
<pre>;; This is a list of moods that the game will use for builtin <br />
;; messages. Any message without a mood is treated as General<br />
<br />
#Moods<br />
<br />
$Mood: Happy<br />
$Mood: Angry<br />
$Mood: Vengeful<br />
<br />
#End<br />
<br />
<br />
#Personas<br />
<br />
$Persona: Wingman 1 <br />
$Type: wingman<br />
<br />
$Persona: Wingman 6<br />
$Type: wingman<br />
+Vasudan<br />
<br />
$Persona: Support Ship<br />
$Type: support<br />
<br />
$Persona: Support Ship Vasudan<br />
$Type: support<br />
+Vasudan<br />
<br />
$Persona: Large Ship<br />
$Type: large<br />
<br />
$Persona: Large Ship Vasudan<br />
$Type: large<br />
+Vasudan<br />
<br />
$Persona: Terran Command<br />
$Type: Command<br />
<br />
#Messages<br />
<br />
<br />
;; ALL CLEAR ..................................................................................<br />
<br />
$Name: All Clear<br />
$Message: XSTR("Command, we have secured the area.", 2725)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_allclear.wav<br />
<br />
$Name: All Clear<br />
$Message: XSTR("All enemy forces negated.", 2730)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_allclear.wav<br />
<br />
;; ARRIVAL (Enemy) ...................................................................<br />
<br />
$Name: Arrive Enemy<br />
$Message: XSTR("Bandits incoming!", 1079)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_arrival.wav<br />
<br />
$Name: Arrive Enemy<br />
$Message: XSTR("Reading hostile indicators.", 2734)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_arrival.wav<br />
<br />
$Name: Arrive Enemy<br />
$Message: XSTR("Incoming jump signature! Hostile configuration!", 2736)<br />
+Persona: Terran Command<br />
+Avi Name: Head-CM2<br />
+Wave Name: TC_arrival.wav<br />
<br />
;; ATTACK MY TARGET ...........................................................................<br />
<br />
$Name: Attack Target<br />
$Message: XSTR("Roger that, sir. Engaging your target.", 2737)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_attack.wav<br />
<br />
$Name: Attack Target<br />
$Message: XSTR("Yes sir, I'll make the bastards pay for Capella!", 2737)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_attack.wav<br />
$Mood: Vengeful<br />
$Exclude Mood: ( "Happy" )<br />
<br />
$Name: Attack Target<br />
$Message: XSTR("Yes sir. I just love killing Shivans!", 2737)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_attack.wav<br />
$Mood: Angry<br />
$Exclude Mood: ( "Angry" "Vengeful" )<br />
<br />
$Name: Attack Target<br />
$Message: XSTR("Affirmative. We will destroy your target.", 2742)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_attack.wav<br />
<br />
;; BACKUP ARRIVAL (previously named "REINFORCEMENTS") .........................................<br />
<br />
$Name: Backup<br />
$Message: XSTR("Reinforcements on station. Request status brief.", 2744)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_backup.wav<br />
<br />
$Name: Backup<br />
$Message: XSTR("We are here to assist. What is your status?", 2749)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_backup.wav<br />
<br />
;; BETA WING ARRIVAL ..........................................................................<br />
<br />
$Name: Beta Arrived<br />
$Message: XSTR("Beta wing here. Standing by.", 2751)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_beta.wav<br />
<br />
$Name: Beta Arrived<br />
$Message: XSTR("Beta wing is on station.", 2756)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_beta.wav<br />
<br />
;; CHECK YOUR SIX .............................................................................<br />
<br />
$Name: Check 6<br />
$Message: XSTR("Check your six!", 2758)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_Check6.wav<br />
<br />
$Name: Check 6<br />
$Message: XSTR("Take evasive action, pilot!", 2763)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_Check6.wav<br />
<br />
;; DEATH (previously wingman scream)...................................................<br />
<br />
$Name: Death<br />
$Message: XSTR("Noooooooo!!!", 2765)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_Death.wav<br />
<br />
$Name: Death<br />
$Message: XSTR("Avenge me!", 2770)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_Death.wav<br />
<br />
;; DELTA WING ARRIVAL .........................................................................<br />
<br />
$Name: Delta Arrived<br />
$Message: XSTR("This is Delta wing. What's your status?", 2772)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_Delta.wav<br />
<br />
$Name: Delta Arrived<br />
$Message: XSTR("Delta wing is ready to assist, pilot.", 2777)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_Delta.wav<br />
<br />
;; DEPART (previously named "WARPOUT") ........................................................<br />
<br />
$Name: Depart<br />
$Message: XSTR("Yes, sir! I'm outta here!", 2779)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_depart.wav<br />
<br />
$Name: Depart<br />
$Message: XSTR("We are departing as ordered.", 2784)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_depart.wav<br />
<br />
$Name: Depart<br />
$Message: XSTR("I copy. Engaging jump drive now.", 2786)<br />
+Persona: Support Ship<br />
+Avi Name: Head-TP3<br />
+Wave Name: S_depart.wav<br />
<br />
$Name: Depart<br />
$Message: XSTR("Departing field of engagement.", 2787)<br />
+Persona: Support Ship Vasudan<br />
+Avi Name: Head-VP2<br />
+Wave Name: VS_depart.wav<br />
<br />
$Name: Depart<br />
$Message: XSTR("We are departing as ordered.", 2788)<br />
+Persona: Large Ship Vasudan<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_depart.wav<br />
<br />
;; DISABLE TARGET .............................................................................<br />
<br />
$Name: Disable Target<br />
$Message: XSTR("Roger that, sir. Disabling your target.", 2789)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_Disable.wav <br />
<br />
$Name: Disable Target<br />
$Message: XSTR("Affirmative. Disabling your target.", 2794)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_Disable.wav<br />
<br />
;; DISARM TARGET ..............................................................................<br />
<br />
$Name: Disarm Target<br />
$Message: XSTR("Yes, sir! Targeting weapons now!", 2796)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_Disarm.wav <br />
<br />
$Name: Disarm Target<br />
$Message: XSTR("Acknowledged. Weapon subsystem targeted. ", 2801)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_Disarm.wav <br />
<br />
#End<br />
<br />
#Simulated Speech Overrides<br />
<br />
$File Name: msg_1.wav<br />
$File Name: msg_2.wav<br />
$File Name: msg_3.wav<br />
$File Name: msg_4.wav<br />
$File Name: msg_5.wav<br />
$File Name: msg_6.wav<br />
<br />
#End</pre><br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Messages.tbl&diff=65296Messages.tbl2023-10-27T17:47:37Z<p>-Joshua-: /* Filters */</p>
<hr />
<div>{{TableVersion|10943}}<br />
{{Tables}}<br />
The '''messages.tbl''' is used to link actions, animations, and sounds of the messages received during the mission. Personas are used to group messages by the same talker, for example, all the Wingman 1 (Male Terran Pilot) messages go with a Wingman 1 persona.<br />
<br />
Each message is composed of a text macro, and optionally a head .ani and/or an audio macro.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-msg.tbm<br />
<br />
==#Message Settings==<br />
{{Table232|<br />
Optional settings for messages behavior}}<br><br />
<br />
===$Allow Any Ship To Send Backup Messages:===<br />
{{Table232|<br />
*By default, Backup messages won't play unless they have at least one filter. Enabling this option will enable backup messages globally<br />
*Syntax: '''''boolean'''''}}<br />
<br />
==#Message Frequencies==<br />
{{Table3615|<br />
Optional Group. Defines how often and how many times during the campaign the messages should be shown.}}<br><br />
<br />
<br />
===$Name:===<br />
{{Table3615|<br />
Required. Defines the message to augment.<br />
*Syntax: '''String'''<br />
*Available Values: See [[Messages.tbl#.24Name:_2|$Name in Messages.tbl]]}}<br><br />
<br />
<br />
===+Occurrence Chance:===<br />
{{Table3615|<br />
Optional. Defines the % chance this message will be played when the associated event occurs. For example, if you score a kill, and the '''+Occurrence Chance:''' is 10 for a Praise message, then there is a 10% chance that you a Praise message will play.<br />
*Syntax: '''Integer'''<br />
*Available Values: '''Between 0 and 100'''}}<br><br />
<br />
===+Maximum Count:===<br />
{{Table3615|<br />
Optional. Defines the maximum number of times this message will be played during a given mission.<br />
*Syntax: '''Integer'''}}<br><br />
<br />
===+Minimum Delay:===<br />
{{Table3615|<br />
Optional. Defines the minimum delay time between being queue by the game and the time the message actually plays. (This helps simulate "organic" AI's)<br />
*Syntax: '''Integer''' in milliseconds}}<br><br />
<br />
==#Moods==<br />
{{Table3615|<br />
Optional. You can change the mission mood using the new set-mission-mood SEXP, and those moods can be used to filter what built-in messages are played by defining a mood within a message. This section lists all available moods for use in the table and in the SEXP.}}<br><br />
<br />
===$Mood:===<br />
{{Table3615|<br />
Optional. The name of a mood to be attached to a message and set as a mission mood. Example: Happy, Vengeful, etc.<br />
*Syntax: '''String'''}}<br><br />
<br />
==#End==<br />
{{Table3615|<br />
The moods section, if it exists, must end with #End.}}<br />
<br />
==#Personas==<br />
Required. The #Personas group is used to define the all of the personas used for the messages.<br><br />
<br />
<br />
===$Persona:===<br />
Required. Defines the name of the persona<br />
*Syntax: '''String'''<br><br />
<br />
<br />
===$Type:===<br />
Required. Defines the type of the persona<br />
*Syntax: '''String'''<br />
*Available types:<br />
::'''wingman'''<br />
::'''support'''<br />
::'''large'''<br />
::'''command'''<br><br />
<br />
<br />
===+<Species>===<br />
Optional. The +<Species> (such as '''+Vasudan''') can be used to assign personas to other species. If omitted, the Persona is assigned to the '''default''' species.<br />
*Syntax: +'''String'''<br><br />
{{Table232|This line can now appear multiple times, allowing a persona to be used by multiple species.}}<br />
<br />
===$Allow substitution of missing messages:===<br />
{{Table373|Optional. This is set to true by default, meaning that in cases where a Persona does not have defined messages for all built-in message types, the engine will try to find a matching message from other personas of the same type and species.<br />
*Syntax: '''Boolean'''<br>}}<br />
<br />
===$No automatic assignment:===<br />
{{Table232|Optional. This excludes a persona from being assigned to a ship that needs to send a message but does not have a specific persona assigned.<br />
*Syntax: '''Boolean'''<br>}}<br />
<br />
==#Messages==<br />
Required. The #Messages group contains all available messages.<br><br />
<br />
===$Name:===<br />
Required. Defines the type of the message<br />
*Syntax: '''String'''<br />
*Available types (types marked with '''*''' do not have code support) :<br />
**'''All Alone'''<br />
**'''All Clear''' * <br />
**'''Arrive Enemy'''<br />
**'''Attack Target'''<br />
**'''AWACS at 25'''<br />
**'''AWACS at 75'''<br />
**'''Backup'''<br />
**'''Check 6'''<br />
**'''Death'''<br />
**'''Depart'''<br />
**'''Disable Target'''<br />
**'''Disarm Target'''<br />
**'''Docking Start''' *<br />
**'''Engage'''<br />
**'''Help'''<br />
**'''Ignore Target'''<br />
**'''Instructor Attack'''<br />
**'''Instructor Hit'''<br />
**'''No Target'''<br />
**'''No'''<br />
**'''On way'''<br />
**'''Oops 1''' * (Only Command has code support in Retail)<br />
**'''Permission''' *<br />
**'''Player Dead'''<br />
**'''Praise'''<br />
**'''Rearm on Way'''<br />
**'''Rearm warping in'''<br />
**'''Rearm'''<br />
**'''Repair Aborted'''<br />
**'''Repair Done'''<br />
**'''Repair'''<br />
**'''Stray Warning Final'''<br />
**'''Stray Warning'''<br />
**'''Stray''' *<br />
**'''Support Killed'''<br />
**'''Traitor'''<br />
**'''yes'''<br />
{{Table3611|<br />
**'''High Praise'''<br />
**'''Praise Self''' <br />
**'''Primaries Low'''}}<br />
{{Table232|<br />
**'''Attack Subsystem'''<br />
**'''Cover me'''<br />
**'''Form on my wing'''<br />
**'''Protect Target'''}}<br><br />
{{Table232|<br />
**The following have been deprecated. Use '''Backup''' with a '''+Wing Name:''' [[Messages.tbl#Filters|Filter]] instead.<br />
***'''Beta Arrived'''<br />
***'''Gamma Arrived'''<br />
***'''Delta Arrived'''<br />
***'''Epsilon Arrived'''}}<br />
<br />
===$Message: and $MessageNew:===<br />
Defines the message shown in game screen when the message is triggered. Value is a reference to [[tstrings.tbl]].<br><br />
'''$Message:''' is used for single-line messages, while '''$MessageNew:''' is used for multi-line messages (but can also be used for single-line messages)<br />
*'''$MessageNew:''' is preferred over '''$Message:'''<br />
*Syntax: XSTR("'''string'''", '''integer''')<br><br />
<br />
<br />
===+Persona:===<br />
Optional. Defines the persona associated with the message<br />
*Syntax:<br />
'''String'''<br><br />
<br />
===+AVI Name:===<br />
Optional. Determines the ANI file to be played when the message is triggered.<br />
<br />
In FSO 3.7.4 and later, the game initially attempts to use the file ''<string>''.ani with a persona message. In earlier versions, or if ''<string>''.ani does not exist, the game picks one of ''<string>''a.ani, ''<string>''b.ani and ''<string>''c.ani each time. So if you have defined ''+Avi Name: Head-Joe'', and ''Head-Joe.ani'' does not exist, the game will attempt to use the files ''Head-Joea.ani'', ''Head-Joeb.ani'' and ''Head-Joec.ani''. For wingmen personas, the ''c'' variant is assumed to be a death animation.<br />
*Syntax: '''String'''<br><br />
<br />
===+Wave Name:===<br />
Optional. Sets the sounds file that is played when the message is triggered<br />
*Syntax: '''String'''<br><br />
<br />
<br />
===$Mood:===<br />
{{Table3615|<br />
The mood where this message should ideally be played. It may be played on other moods as long as it is not excluded for them below, if no better matching message is found.<br />
*Syntax: '''String'''}}<br><br />
<br />
===$Exclude Mood:===<br />
{{Table3615|<br />
A list of moods not to play this message, ever. The list goes in parentheses. See Terran 'Attack Target' example below for usage.<br />
*Syntax: '''String List'''}}<br><br />
<br />
===$Filter by sender:===<br />
{{Table232|<br />
*Applies the filters to the ship sending the message.<br />
*Any number of filters can be used, including multiple of any type of filters.<br />
*All filters must match for a message to be sent.<br />
*Syntax: See [[Messages.tbl#Filters|Filters]]}}<br />
<br />
===$Filter by subject:===<br />
{{Table232|<br />
*Applies the filters to the ship the message is "about". For order confirmations, the subject is the target of the order. For Praise/High Praise/Praise Self messages, it's the ship that died. For Help and Check 6, it's the attacker. For arrival messages, it's the wing leader of the arriving wing.<br />
*Any number of filters can be used, including multiple of any type of filters.<br />
*All filters must match for a message to be sent.<br />
*Syntax: See [[Messages.tbl#Filters|Filters]]}}<br />
<br />
==#End==<br />
{{Table3615|<br />
The very last entry must be #End. No exceptions.}}<br><br />
<br />
<br />
==#Simulated Speech Overrides==<br />
{{Table3613|<br />
Optional. Used to add file names to the generic message list, which defaults to 'none', 'cuevoice', 'cue_voice', 'emptymsg', 'generic', and 'msgstart'. Filenames listed below will be overridden by Text to Speech (TTS) when it is enabled, in addition to those in the default list.}}<br><br />
<br />
===$File Name:===<br />
{{Table3613|<br />
Optional. File name to add to the overrides list. Filenames provided here, however, must include an extension or a warning will be issues, for example msg_1.wav.<br />
*Syntax: '''String'''}}<br><br />
<br />
==#End==<br />
{{Table3613|<br />
Must also end the optional Simulated Speech Overrides section with #End.}}<br><br />
<br />
==Filters==<br />
{{Table232|<br />
*Messages can be filtered with [[Messages.tbl#$Filter by subject:|$Filter by sender:]] or [[Messages.tbl#$Filter by subject:|$Filter by subject:]].<br />
*These can be applied multiple times for each filer. So the following example would match Vasudan or Shivan Bombers and nothing else.<br />
<pre><br />
+Species: Vasudan<br />
+Species: Shivan<br />
+Type: Bomber<br />
</pre>}}<br />
<br />
===+Ship name:===<br />
*Matches the name of the ship<br />
*Syntax: '''''String'''''<br />
<br />
===+Callsign:===<br />
*Matches the callsign of the ship<br />
*Syntax: '''''String'''''<br />
<br />
===+Class name:===<br />
*Matches the class of the ship<br />
*Respects alt-names as defined in FRED<br />
*Syntax: '''''String'''''<br />
<br />
===+Wing name:===<br />
*Matches the wing that the ship is in<br />
*Syntax: '''''String'''''<br />
<br />
===+Species:===<br />
*Matches the species of the ship<br />
*Syntax: '''''String'''''<br />
<br />
===+Type:===<br />
*Matches the type of the ship as defined in [[objecttypes.tbl]]<br />
*Syntax: '''''String'''''<br />
<br />
==Sample==<br />
This is a snippet of the retail FreeSpace 2 table, highlighting two major examples between a default (Terran) persona and a species (Vasudan) persona. Command, Support, and Large ship message examples are also included. Newer features have been added for extra clarification of their usage.<br />
<pre>;; This is a list of moods that the game will use for builtin <br />
;; messages. Any message without a mood is treated as General<br />
<br />
#Moods<br />
<br />
$Mood: Happy<br />
$Mood: Angry<br />
$Mood: Vengeful<br />
<br />
#End<br />
<br />
<br />
#Personas<br />
<br />
$Persona: Wingman 1 <br />
$Type: wingman<br />
<br />
$Persona: Wingman 6<br />
$Type: wingman<br />
+Vasudan<br />
<br />
$Persona: Support Ship<br />
$Type: support<br />
<br />
$Persona: Support Ship Vasudan<br />
$Type: support<br />
+Vasudan<br />
<br />
$Persona: Large Ship<br />
$Type: large<br />
<br />
$Persona: Large Ship Vasudan<br />
$Type: large<br />
+Vasudan<br />
<br />
$Persona: Terran Command<br />
$Type: Command<br />
<br />
#Messages<br />
<br />
<br />
;; ALL CLEAR ..................................................................................<br />
<br />
$Name: All Clear<br />
$Message: XSTR("Command, we have secured the area.", 2725)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_allclear.wav<br />
<br />
$Name: All Clear<br />
$Message: XSTR("All enemy forces negated.", 2730)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_allclear.wav<br />
<br />
;; ARRIVAL (Enemy) ...................................................................<br />
<br />
$Name: Arrive Enemy<br />
$Message: XSTR("Bandits incoming!", 1079)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_arrival.wav<br />
<br />
$Name: Arrive Enemy<br />
$Message: XSTR("Reading hostile indicators.", 2734)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_arrival.wav<br />
<br />
$Name: Arrive Enemy<br />
$Message: XSTR("Incoming jump signature! Hostile configuration!", 2736)<br />
+Persona: Terran Command<br />
+Avi Name: Head-CM2<br />
+Wave Name: TC_arrival.wav<br />
<br />
;; ATTACK MY TARGET ...........................................................................<br />
<br />
$Name: Attack Target<br />
$Message: XSTR("Roger that, sir. Engaging your target.", 2737)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_attack.wav<br />
<br />
$Name: Attack Target<br />
$Message: XSTR("Yes sir, I'll make the bastards pay for Capella!", 2737)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_attack.wav<br />
$Mood: Vengeful<br />
$Exclude Mood: ( "Happy" )<br />
<br />
$Name: Attack Target<br />
$Message: XSTR("Yes sir. I just love killing Shivans!", 2737)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_attack.wav<br />
$Mood: Angry<br />
$Exclude Mood: ( "Angry" "Vengeful" )<br />
<br />
$Name: Attack Target<br />
$Message: XSTR("Affirmative. We will destroy your target.", 2742)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_attack.wav<br />
<br />
;; BACKUP ARRIVAL (previously named "REINFORCEMENTS") .........................................<br />
<br />
$Name: Backup<br />
$Message: XSTR("Reinforcements on station. Request status brief.", 2744)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_backup.wav<br />
<br />
$Name: Backup<br />
$Message: XSTR("We are here to assist. What is your status?", 2749)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_backup.wav<br />
<br />
;; BETA WING ARRIVAL ..........................................................................<br />
<br />
$Name: Beta Arrived<br />
$Message: XSTR("Beta wing here. Standing by.", 2751)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_beta.wav<br />
<br />
$Name: Beta Arrived<br />
$Message: XSTR("Beta wing is on station.", 2756)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_beta.wav<br />
<br />
;; CHECK YOUR SIX .............................................................................<br />
<br />
$Name: Check 6<br />
$Message: XSTR("Check your six!", 2758)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_Check6.wav<br />
<br />
$Name: Check 6<br />
$Message: XSTR("Take evasive action, pilot!", 2763)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_Check6.wav<br />
<br />
;; DEATH (previously wingman scream)...................................................<br />
<br />
$Name: Death<br />
$Message: XSTR("Noooooooo!!!", 2765)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_Death.wav<br />
<br />
$Name: Death<br />
$Message: XSTR("Avenge me!", 2770)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_Death.wav<br />
<br />
;; DELTA WING ARRIVAL .........................................................................<br />
<br />
$Name: Delta Arrived<br />
$Message: XSTR("This is Delta wing. What's your status?", 2772)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_Delta.wav<br />
<br />
$Name: Delta Arrived<br />
$Message: XSTR("Delta wing is ready to assist, pilot.", 2777)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_Delta.wav<br />
<br />
;; DEPART (previously named "WARPOUT") ........................................................<br />
<br />
$Name: Depart<br />
$Message: XSTR("Yes, sir! I'm outta here!", 2779)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_depart.wav<br />
<br />
$Name: Depart<br />
$Message: XSTR("We are departing as ordered.", 2784)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_depart.wav<br />
<br />
$Name: Depart<br />
$Message: XSTR("I copy. Engaging jump drive now.", 2786)<br />
+Persona: Support Ship<br />
+Avi Name: Head-TP3<br />
+Wave Name: S_depart.wav<br />
<br />
$Name: Depart<br />
$Message: XSTR("Departing field of engagement.", 2787)<br />
+Persona: Support Ship Vasudan<br />
+Avi Name: Head-VP2<br />
+Wave Name: VS_depart.wav<br />
<br />
$Name: Depart<br />
$Message: XSTR("We are departing as ordered.", 2788)<br />
+Persona: Large Ship Vasudan<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_depart.wav<br />
<br />
;; DISABLE TARGET .............................................................................<br />
<br />
$Name: Disable Target<br />
$Message: XSTR("Roger that, sir. Disabling your target.", 2789)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_Disable.wav <br />
<br />
$Name: Disable Target<br />
$Message: XSTR("Affirmative. Disabling your target.", 2794)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_Disable.wav<br />
<br />
;; DISARM TARGET ..............................................................................<br />
<br />
$Name: Disarm Target<br />
$Message: XSTR("Yes, sir! Targeting weapons now!", 2796)<br />
+Persona: Wingman 1<br />
+Avi Name: Head-TP1<br />
+Wave Name: 1_Disarm.wav <br />
<br />
$Name: Disarm Target<br />
$Message: XSTR("Acknowledged. Weapon subsystem targeted. ", 2801)<br />
+Persona: Wingman 6<br />
+Avi Name: Head-VP1<br />
+Wave Name: 6_Disarm.wav <br />
<br />
#End<br />
<br />
#Simulated Speech Overrides<br />
<br />
$File Name: msg_1.wav<br />
$File Name: msg_2.wav<br />
$File Name: msg_3.wav<br />
$File Name: msg_4.wav<br />
$File Name: msg_5.wav<br />
$File Name: msg_6.wav<br />
<br />
#End</pre><br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Ships.tbl&diff=65265Ships.tbl2023-10-18T22:20:15Z<p>-Joshua-: /* $Alt Name: */</p>
<hr />
<div>{{TableVersionGit|2022-10-07 UTC|0dfed6de4be6747fcbcf9c35f8c35996d9d7259b}}<br />
{{Tables}}<br />
The '''ships.tbl''' defines all the ship classes used in FSO.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm<br />
<br />
See the article [[Subsystem]] for ship table information that is specific to subsystems.<br />
<br />
<br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
{{Table202|<br />
:*<nowiki>#</nowiki>'''Wing Formations'''<br />
:**Includes the list of custom wingmate formations}}<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] a name can be followed by the line '''+nocreate''' to prevent the game from creating an incomplete entry with very few valid fields. If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}<br />
<br />
===+remove===<br />
{{Table210|<br />
*In [[Modular Tables]] a name can be followed by the line '''+remove''' to completely remove a previously parsed entry.}}<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*This setting does nothing<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
==Ship Template Options==<br />
{{Warning|<br />
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*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 ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
===+Use Ship as Template:===<br />
{{Table232|<br />
*Creates a copy of the specified ship to use as a base for this ship.<br />
*'''''Caution!''''' This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using <tt>+nocreate</tt>, the tabled changes will only be applied to the newly created ship if they are loaded ''before'' <tt>+Use Ship as Template</tt>. Any <tt>+nocreate</tt> changes ''after'' <tt>+Use Ship as Template</tt> will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.<br />
*Cannot be used in conjunction with <tt>+Use Template</tt>.<br />
*Syntax: '''''String''''', name of the ship class to use as a template}}<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship. Used to rename ships without breaking missions.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Selection Effect:===<br />
{{Table3613|<br />
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.<br />
*Syntax: String, either "FS1", or "Off". This defaults to the FS2 effect.}}<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
===$Cockpit Animations:===<br />
{{Table230|<br />
*Allows specifying animations that only run on the cockpit model of a ship<br />
*See [[#$Animations:|$Animations]]<br />
*Syntax: '''''( "String" "String" )''''', names of the animations for this ship, as defined in the Animation.tbl<br />
**Example: ( "wingflap" "docksequence" )<br />
}}<br />
<br />
===$Cockpit Moveables:===<br />
{{Table230|<br />
*Allows specifying moveables that only run on the cockpit model of a ship<br />
*See [[#$Moveables:|$Moveables]]<br />
*Syntax: '''''( "String" "String" )''''', names of the moveable animations for this ship, as defined in the Animation.tbl<br />
**Example: ( "wingflap" "docksequence" )<br />
}}<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
===$Cockpit Display:===<br />
{{Table3615|<br />
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.<br />
*'''+Texture:'''<br />
*The filename of the cockpit texture to be replaced.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Offsets:'''<br />
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.<br />
*Syntax: '''''Vector''''', two '''integers'''<br />
*'''+Size:'''<br />
* The size of the rectangle surface that will be drawn into.<br />
*Syntax: '''''Vector''''', two '''integers'''<br />
*'''+Background:'''<br />
* (Optional) Filename of the bitmap to be used as the background of this display.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Foreground:'''<br />
* (Optional) Filename of the bitmap to be used as the foreground of this display.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Display Name:'''<br />
* A name to be used as a reference handle.<br />
*Syntax: '''''String'''''}}<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
===$POF file Techroom:===<br />
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$Collision LOD:===<br />
{{Table373|<br />
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.<br />
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel's LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.<br />
*For example, if ''$Collision LOD: 3'' is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it'll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.<br />
**Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$ND:===<br />
NOTE: this option has done nothing since before 2008<br />
<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
===$Enable Team Colors:===<br />
{{Table3615|<br />
*Enables Team Colors for a ship without setting a default color setting.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$Default Team:===<br />
{{Table3615|<br />
*Specifies the default team name to be used for coloring a ship.<br />
*None will set the default to 'no coloring'.<br />
*Syntax: '''''String''''', name of the teams as defined in [[colors.tbl]]}}<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 30}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 25<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.5f<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.2f<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.55f<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.05f<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 2.0f<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''<br />
**Default Value: 1.0f}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
*Certain default values (marked with '''X''') gain a specific multiplier based on ship radius<br />
::If the radius is less than 20 the multiplier is 1<br />
::If the radius is larger than 40 the multipler is 1.2<br />
::Otherwise it is between 1 and 1.2<br />
{{Table3610|<br />
*'''+Max Particles:'''<br />
**Default Value: 50 * '''X'''}}{{Table3613|<br />
*'''+Min Particles:'''<br />
**Default Value: 20 * '''X'''<br />
*'''+Max Radius:'''<br />
**Default Value: 1.3 <br />
*'''+Min Radius:'''<br />
**Default Value: 0.7<br />
*'''+Max Lifetime:'''<br />
**Default Value: 1.5 * '''X'''<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.7 * '''X'''<br />
*'''+Max Velocity:'''<br />
**Default Value: 12.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 3.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 0.2 * '''X'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
{{Table202|<br />
====+Collision Sound Light:====<br />
Sound when this ship collides normally.<br />
====+Collision Sound Heavy:====<br />
Sound when this ship collides at high speed.<br />
====+Collision Sound Shielded:====<br />
Sound when this ship collides with shields active.<br />
}}<br />
<br />
===$Gravity Const:===<br />
{{Table224|<br />
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.<br />
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.<br />
**Syntax: '''''Float'''''}}<br />
<br />
===$Dying Gravity Const:===<br />
{{Table224|<br />
**Same as above, but while ths ship is dying/in death roll.<br />
**The aforementioned exponential damp is still in effect during this time, but it is weaker.<br />
**Syntax: '''''Float'''''<br />
**Default: The same as $Gravity Const:}}<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
{{Table224|<br />
*'''+Debris Gravity Const:'''<br />
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship's debris.<br />
**Syntax: '''''Float'''''<br />
**Default: The same as $Dying Gravity Const}}<br />
{{Table202|<br />
*'''+Ambient Sound:'''<br />
**The sound played in the vicinity of debris.}}<br />
{{Table212|<br />
*'''+Generic Debris POF file:'''<br />
**The filename of the ship's generic debris, by default debris01.pof.<br />
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.<br />
**Syntax: '''''String'''<br />
*'''+Generic Debris Spew Num:'''<br />
**How many generic debris fragments to generate when the ship explodes.<br />
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.<br />
**Syntax: '''''Integer'''<br />
**Default: ''20''}}<br />
<br />
===$Density:===<br />
*Multiplies the mass and moment of inertia of the relevant ship.<br />
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.<br />
*Syntax: '''''Float''''', usually 1. Must not be 0.<br />
<br />
===$Damp:===<br />
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])<br />
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.<br />
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you'll get.<br />
<br />
*Syntax: '''''Float'''''<br />
<br />
===$Rotdamp:===<br />
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn't a engine/thrust acceleration model for rotations)<br />
*Syntax: '''''Float'''''<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*The x and y velocities are considered slide veocities<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Player Minimum Velocity:===<br />
{{Table38|<br />
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. <br />
*The x and y velocities are considered slide velocities, the minimums for them are '''not currently implemented'''.<br />
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 40.0''<br />
}}<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
**Note: Setting to Zero will cause the model to disappear in mission.<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity<br />
** We use 63.21% instead of 100% because FSO's acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.<br />
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum forward (z) velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Number of seconds needed from full stop to 63.21% maximum slide velocity<br />
*Note: this is applied to both slide (x and y) axes<br />
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===$Slide Decel:===<br />
*Number of seconds needed from 63.21% maximum slide velocity to full stop<br />
*Note: this is applied to both slide (x and y) axes<br />
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's attitude/facing without changing its current movement direction and speed.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. <br />
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.<br />
*Syntax: '''''Float'''''<br />
*Defaults to 0.}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode.<br />
**If > 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by ''+Glide Accel Mult:''.<br />
**If set to 0, impossible to accelerate while in glide mode.<br />
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship's ''$Damp:'' value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.<br />
*Syntax: '''''Float'''''<br />
*Default: ''0''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesn't do anything to prevent compatibility issues}}<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
===+Primary Bank Autoaim FOV:===<br />
{{Table232|<br />
*Defines the autoaim for the primary bank.<br />
*Can be listed once for each existing bank on the ship.<br />
*Syntax: '''''Float'''''}}<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence<br />
{{Note|If none of the following optional strings are added, the weapon will not converge. Don't forget to use them.}}<br />
}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
:*''Fireballl Unique ID'' - Uses the default mechanics but replaces the portal effect with the identified fireball.<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Decel Exp:===<br />
{{Table3613|<br />
*Only for the '''hyperspace''' warpin effect.<br />
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.<br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
:*''Fireballl Unique ID'' - Uses the default mechanics but replaces the portal effect with the identified fireball.<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Engage Time:===<br />
{{Table3615|<br />
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects}}<br />
{{Table3613|<br />
*Sets the minimum speed required for the ship to warp out for '''hyperspace''' type warpout effects}}<br />
{{Table3610|<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Accel Exp:===<br />
{{Table3613|<br />
*Only for the '''hyperspace''' warpin effect.<br />
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.<br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Expl Splits Ship:===<br />
{{Table202|<br />
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.<br />
*Syntax: '''''Boolean''''', yes or no, defaults to the value of '$Expl Propagates:' above}}<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
===$Death Roll Rotation Multiplier:===<br />
{{Table202|<br />
*Multiplies the strength of the rotation imparted by death-rolling. <br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
===$Death Roll X rotation Cap:===<br />
{{Table382|<br />
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won't use this value for ships with radius > 150 (hard-coded). <br />
*Syntax: '''''Float'''''<br />
**Default: 4.725}}<br />
<br />
===$Death Roll Y rotation Cap:===<br />
{{Table382|<br />
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:<br />
*Syntax: '''''Float'''''<br />
**Default: 4.725}}<br />
<br />
===$Death Roll Z rotation Cap:===<br />
{{Table382|<br />
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:<br />
*Syntax: '''''Float'''''<br />
**Default: 4.725}}<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 80<br />
*'''+Min Particles:'''<br />
**Default Value: 40<br />
*'''+Max Radius:'''<br />
**Default Value: Ship radius * 0.015<br />
*'''+Min Radius:'''<br />
**Default Value: Ship radius * 0.005<br />
*'''+Max Lifetime:'''<br />
**Default Value: 6.0 * (1 + 0.002 * Ship radius)<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.5 * (1 + 0.002 * Ship radius) <br />
*'''+Max Velocity:'''<br />
**Default Value: Speed of the propagating explosion<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
===$Ship Death Effect:===<br />
{{Table38|<br />
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,<br />
*Syntax: '''String''', the particle effect name<br />
*If this option is specified then ''$Ship Death Particles'' is not a valid option!<br />
}}<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 100<br />
*'''+Min Particles:'''<br />
**Default Value: 50<br />
*'''+Max Radius:'''<br />
**Default Value: 1.5<br />
*'''+Min Radius:'''<br />
**Default Value: 0.1<br />
*'''+Max Lifetime:'''<br />
**Default Value: 4.0<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.5<br />
*'''+Max Velocity:'''<br />
**Default Value: 20.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 30<br />
*'''+Min Particles:'''<br />
**Default Value: 15<br />
*'''+Max Radius:'''<br />
**Default Value: 100.0<br />
*'''+Min Radius:'''<br />
**Default Value: 30.0<br />
*'''+Max Lifetime:'''<br />
**Default Value: 12.0<br />
*'''+Min Lifetime:'''<br />
**Default Value: 2.0<br />
*'''+Max Velocity:'''<br />
**Default Value: 350.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 50.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization, 0 to 100}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Shockwave Sound:===<br />
{{Table202|<br />
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''<br />
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.<br />
*Behavior is as follows:<br />
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.<br />
**If your bank carries more missiles than you have gunpoints in your bank, then external models will "recoil" (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.<br />
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|"external_model_launcher" flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}<br />
<br />
===$Ship Recoil Modifier:===<br />
{{Table373|<br />
*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.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note|It is not required to have any weapons with the "apply recoil" flag set for this to be enabled.}}<br />
}}<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
====+Auto Spread:====<br />
{{Table371|<br />
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|"auto spread shields"]] ship flag is also needed.<br />
*Syntax: '''''Float''''', shield thickness in meters.}}<br />
<br />
====+Minimum Weapon Span:====<br />
{{Table373|<br />
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to ''YES''. Only valid with auto spread shields.<br />
*Syntax: '''''Float''''', defaults to the shield thickness.}}<br />
<br />
====+Allow Bypass:====<br />
{{Table371|<br />
*Determines whether weapons which impact on the ship's hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.<br />
*Syntax: '''''Boolean'''''<br />
**Default: ''NO''}}<br />
<br />
====+Spread From LOD:====<br />
{{Table371|<br />
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.<br />
*Syntax: '''''Integer''''', defaults to 0}}<br />
<br />
<br />
===$Model Point Shield Controls:===<br />
{{Table371|<br />
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, "none" is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.<br />
*Syntax: '''''( String list )''''', possible values "front", "left", "right", "rear" and "none"<br />
**Example: ''( "front" "rear" )'' for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.<br />
**Example: ''( "left" "rear" "right" )'' for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.<br />
**Example: ''( "front" "right" "rear" "left" )'' for a ship with four shield sections but perhaps positioned in a non-standard way.}}<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Shield Impact Explosion:===<br />
{{Table373|<br />
*Impact explosion animation to trigger when this ship's shields are hit. Works identically for all shield types.<br />
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].<br />
*Syntax: '''''String''''', filename or ''none''<br />
}}<br />
<br />
<br />
===$Max Shield Recharge:===<br />
{{Table373|<br />
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.<br />
*Syntax: '''''Float''''', multiplier ranging from 0.0 to 1.0, defaults to 1.0<br />
**Example: ''$Max Shield Recharge: 0.5'' caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.<br />
}}<br />
<br />
<br />
===$Power Output:===<br />
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014-12-29<br />
*Syntax: '''''Float'''''<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''<br />
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of '4')<br />
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}<br />
<br />
===+Shield Regen Hit Delay:===<br />
{{Table214|<br />
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''<br />
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of '4')<br />
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}<br />
<br />
===$Shield to Weapon Transfer Quantity:===<br />
{{Table202|<br />
*The fraction of ''maximum'' shield capacity to use when making direct shield -> weapon energy transfers.<br />
*Syntax: '''''Float'''''<br />
**Default: ''0.2''<br />
*'''Note:''' default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship's weapon and shield recharge rates you are advised to set this to 0.}}<br />
<br />
===$Shield to Weapon Transfer Efficiency:===<br />
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.<br />
*Syntax: '''''Float'''''<br />
**Default: ''1.0''<br />
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield->weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.<br />
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}<br />
<br />
===$Shield to Weapon Transfer Speed:===<br />
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,<br />
*Syntax: '''''Float'''''<br />
**Default:''0.04''<br />
*When energy is transferred it is instantly deducted from shields, but it must 'trickle' into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}<br />
<br />
===$Weapon to Shield Transfer Quantity:===<br />
<br />
===$Weapon to Shield Transfer Efficiency:===<br />
<br />
===$Weapon to Shield Transfer Speed:===<br />
<br />
{{Table202|As above, but with the transfer direction reversed.}}<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', percentage of hitpoints repaired per second}}<br />
<br />
===$Hull Self Repair Maximum:===<br />
{{Table220|<br />
*Maximum percentage of total hull strength that the hull will self-repair to.<br />
*Syntax: '''''Float''''', percentage of hull hitpoints}}<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', percentage of total subsystem hitpoints repaired per second}}<br />
<br />
===$Subsystem Self Repair Maximum:===<br />
{{Table220|<br />
*Maximum percentage of total subsystem strength that subsystems will self-repair to.<br />
*Syntax: '''''Float''''', percentage of subsystems hitpoints}}<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]<br />
*Syntax: '''''Float''''', seconds<br />
====+Aburn Max Reverse Vel:====<br />
{{Table3611|<br />
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
}}<br />
====+Aburn Rev accel:====<br />
{{Table3611|<br />
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]<br />
<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Minimum Start Fuel:====<br />
{{Table202|<br />
*Minimum afterburner fuel the ship must have before allowed to afterburn.<br />
*Syntax: '''''Float''''', fuel}}<br />
====+Aburn Minimum Fuel to Burn:====<br />
{{Table202|<br />
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.<br />
*Syntax: '''''Float''''', fuel}}<br />
====+Aburn Cooldown Time:====<br />
{{Table202|<br />
*How much time must have elapsed since the last afterburn finished to allow afterburning again.<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
{{Table212|<br />
=====+Bitmap Stretch:=====<br />
*Multiplies how far the bitmap is stretched over each trail segment.<br />
*Syntax: '''''Float'''''<br />
**Default:''1''}}<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
{{Table212|<br />
=====+Alpha Decay Exponent:=====<br />
*Causes the trail to fade away non-linearly. The 0 -> 1 progress through the trail's life is taken to the power of the provided number when being used for trail alpha purposes<br />
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.<br />
*Syntax: '''''Float''''', positive<br />
**Default:''1''}}<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table202|<br />
=====+Spread:=====<br />
*Causes the trail points to diffuse and drift apart at this speed over time.<br />
*Syntax: '''''Float''''', meters per second}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$Scan range Normal:===<br />
{{Table381|<br />
*Distance at which the ship can scan other small ships or large ship subsystems<br />
*Syntax: '''''Float''''', distance<br />
}}<br />
<br />
===$Scan range Capital:===<br />
{{Table381|<br />
*Distance at which the ship can scan capital (& similar size) ships<br />
*Syntax: '''''Float''''', distance<br />
}}<br />
<br />
===$Scanning time multiplier:===<br />
{{Table220|<br />
*A factor to apply to scan time when this ship is doing the scanning<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===$Scanning range multiplier:===<br />
{{Table220|<br />
*A factor to apply to scan distance when this ship is doing the scanning<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===$Ask Help Shield Percent:===<br />
{{Table381|<br />
*Percentage of shield damage at which the ship will send a call for assistance message. <br />
*Syntax: '''''Float''''', percentage. Valid range 0.0-1.0<br />
}}<br />
<br />
===$Ask Help Hull Percent:===<br />
{{Table381|<br />
*Percentage of hull damage at which the ship will send a call for assistance message. <br />
*Syntax: '''''Float''''', percentage. Valid range 0.0-1.0<br />
}}<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Minimum Engine Volume:===<br />
{{Table373|<br />
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.<br />
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).<br />
*Syntax: '''''Float''''', volume multiplier, usually you'll want a value between 0.0 and 1.0<br />
}}<br />
<br />
===$GlideStartSnd:===<br />
{{Table3613|<br />
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$GlideEndSnd:===<br />
{{Table3613|<br />
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$Flyby Sound===<br />
{{Table382|<br />
*Optional sound to be used for the fly-by sound<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$CockpitEngineSnd===<br />
{{Table3613|<br />
*Optional sound to be used for looping engine sound heard in the cockpit.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$FullThrottleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when setting throttle to full power.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ZeroThrottleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when setting throttle to zero power<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ThrottleUpSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when increasing throttle power by 1/3<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ThrottleDownSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerSnd===<br />
{{Table3613|<br />
*Optional optional sound to be used for the looping sound heard when the afterburner is active<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerEngageSnd===<br />
{{Table3613|<br />
*Optional optional sound to be used for the sound heard when the afterburner is engaged<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the activation of the afterburner failed<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileTrackingSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileLockedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$PrimaryCycleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player cycles his primary weapon<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SecondaryCycleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player cycles his secondary weapon<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$TargetAcquiredSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player acquires a new target<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$PrimaryFireFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the primary weapon fails to fire<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SecondaryFireFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the secondary weapon fails to fire<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$HeatSeekerLaunchWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AspectSeekerLaunchWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileLockWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$HeatSeekerProximityWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AspectSeekerProximityWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileEvadedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a missile has been evaded<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$CargoScanningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the cargo of an object is being scanned<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$DeathRollSnd===<br />
{{Table202|<br />
*Optional sound to be used for the sound heard when the ship enters its death roll<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ExplosionSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the ship explodes<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SubsysExplosionSnd===<br />
{{Table202|<br />
*Optional sound to be used for the sound heard when a subsystem on this ship explodes<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$Closeup_pos:===<br />
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon & ship selection briefing screens.<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
===$Closeup_zoom:===<br />
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera's zoomed in, defines camera's FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon & ship selection briefing screens.<br />
*Syntax: '''''Float''''', radians<br />
<br />
{{Table381|<br />
===$Closeup_pos_targetbox:===<br />
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
===$Closeup_zoom_targetbox:===<br />
*Optional value to set how the model will show in the HUD target box view. How far the camera's zoomed in, defines camera's FOV. If not set then the value for $Closeup_zoom: will be used.<br />
*Syntax: '''''Float''''', radians<br />
}}<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Chase View Offset:===<br />
{{Table214|<br />
*Specifies a custom camera position when the ship is being viewed in the chase camera.<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively in meters}}<br />
<br />
<br />
===$Chase View Rigidity:===<br />
{{Table214|<br />
*Specifies how 'rigidly' the camera adheres to the 'rest' position of the chase view camera when doing maneuvers or changing speed.<br />
*Syntax: '''''Float'''''<br />
** Defaults to 5.0.}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Model Icon Direction:===<br />
{{Table373|<br />
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.<br />
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.<br />
**Syntax: ''String'', one of "top", "bottom", "front", "back", "left" or "right"}}<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
{{Table214|<br />
===$Wingmen Gauge Dot Override:===<br />
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides 'Dot Filename:' under the '+Wingman Status:' entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] <br />
*Must be an animation with two frames. <br />
*Syntax: '''''String''''', filename<br />
}}<br />
<br />
<br />
{{Table371|<br />
===$Briefing icon:===<br />
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
{{Table371|<br />
===$Briefing icon with cargo:===<br />
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
{{Table371|<br />
===$Briefing wing icon:===<br />
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
{{Table371|<br />
===$Briefing wing icon with cargo:===<br />
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
{{Table3613|<br />
*'''Defines the distortion effect for thrusters'''<br />
**'''$Thruster Bitmap Distortion:'''<br />
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap Distortion a:'''<br />
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Distortion Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster Distortion Length factor:'''<br />
***Defines the length multiplier for the thruster distortion<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster Distortion:'''<br />
***Defines whether the distortion effect is rendered for this ship.<br />
***Syntax: '''''Bool'''''}}<br />
{{Table373|<br />
*'''$Thruster Glow Noise Mult:'''<br />
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.<br />
** Defaults to 1.0.<br />
**Syntax: '''''Float'''''<br />
}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
{{Table212|<br />
====+Alpha Decay Exponent:====<br />
*Causes the trail to fade away non-linearly. The 0 -> 1 progress through the trail's life is taken to the power of the provided number when being used for trail alpha purposes<br />
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.<br />
*Syntax: '''''Float''''', positive<br />
**Default:''1''}}<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
{{Table202|<br />
=====+Spread:=====<br />
*Causes the trail points to diffuse and drift apart at this speed over time.<br />
*Syntax: '''''Float''''', meters per second}}<br />
====+Spew Time:====<br />
*Time in milliseconds to create new trail points, lower means less 'jagged' trails.<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table212|<br />
====+Bitmap Stretch:====<br />
*Multiplies how far the bitmap is stretched over each trail segment.<br />
*Syntax: '''''Float'''''<br />
**Default:''1''}}<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
{{Table230|<br />
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.<br />
}}<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
***THESE NAMES MAY BE MISLEADING FOR YOU.<br />
***'Roll left' and 'Roll right' are actually yaw, activated when the ship rotates around its top-bottom axis.<br />
***'Bank left' and 'Bank right' are actually roll, activated when the ship rotates around its front-back axis.<br />
{{Table232|<br />
***'Yaw left' and 'Yaw right' are now valid strings for this field. 'Roll left' and 'Roll right' are still recognized for compatibility.<br />
}}<br />
**Syntax: '''''("String" "String")'''''<br />
**Allows one or more strings, does not have a set limit.<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
===$Glowpoint overrides:===<br />
{{Table373|<br />
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.<br />
*Syntax: '''''( "String:Integer" )'''''<br />
*String refers to name in [[glowpoints.tbl]]<br />
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).<br />
**Example: '''$Glowpoint overrides: ( "teal_glow_10:1" "red_glow:2,3" "white_glow_10:4" "red_glow_10:5" "green_glow_10:6")'''<br />
}}<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''}}<br />
{{Table3615|<br />
*'''$Radar Color Image 2D:'''<br />
**Defines the color bitmap used to represent the ship on the radar screen.<br />
**Syntax: '''''Filename'''''}}<br />
{{Table3611|<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
===$Path Metadata:===<br />
{{Table3613|<br />
*Allows definition of extra metadata<br />
*Syntax: '''''String''''', name of the path as defined in the ship POF file.<br />
**Example: '''$Path Metadata: $Bay01'''<br />
{{Table220|<br />
====+arrival rvec:====<br />
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
====+departure rvec:====<br />
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively<br />
====+arrive speed multiplier:====<br />
{{Table373|<br />
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.<br />
**Syntax: '''''Float'''''<br />
}}<br />
====+depart speed multiplier:====<br />
{{Table373|<br />
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.<br />
**Syntax: '''''Float'''''<br />
}}<br />
}}<br />
<br />
===$Passive Lightning Arcs:===<br />
{{Table220|<br />
*Creates a 'lightning arc' between two points on the ship's hull, like when the ship is EMP'd or damaged, but naturally and fixed to two points on the ship.<br />
*This section can be repeated.<br />
*'''All subfields are required'''<br />
====+Submodel 1:====<br />
*The name of the name of the submodel the first end is connected to.<br />
*Note that the arc will ''not'' move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.<br />
**Syntax: '''''String'''''<br />
====+Position 1:====<br />
*The position on the ship this end is attached to, relative to the origin of the entire ship.<br />
**Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively<br />
====+Submodel 2:====<br />
====+Position 2:====<br />
*The same as the above for the other end of the arc.<br />
====+Duration:====<br />
*How long the arc persists while active.<br />
**Syntax: '''''Float''''', seconds<br />
====+Frequency:====<br />
*How long after creating an arc it should wait before creating another.<br />
**Syntax: '''''Float''''', seconds}}<br />
{{Table224|<br />
====+Primary color 1:====<br />
*The first primary color of the arc, chosen randomly between color 1 and 2.<br />
**Syntax: three '''''Integers''''', 0-255<br />
====+Primary color 2:====<br />
*The second primary color of the arc, chosen randomly between color 1 and 2.<br />
**Syntax: three '''''Integers''''', 0-255<br />
====+Secondary color:====<br />
*The secondary color of the arc. This is the inner color, usually close to white.<br />
**Syntax: three '''''Integers''''', 0-255}}<br />
<br />
===$Animations:===<br />
{{Table220|<br />
*The new way of specifying triggered animations, replacing the subsystem-based definitions<br />
*See [[Animation.tbl]]<br />
*Syntax: '''''( "String" "String" )''''', names of the animations for this ship, as defined in the Animation.tbl<br />
**Example: ( "wingflap" "docksequence" )<br />
}}<br />
<br />
===$Animation Moveables:===<br />
{{Table220|<br />
*Like $Animations: but for specific in-mission adjustable moveable animations.<br />
*See [[Animation.tbl]]<br />
*Syntax: '''''( "String" "String" )''''', names of the moveable animations for this ship, as defined in the Animation.tbl<br />
**Example: ( "wingflap" "docksequence" )<br />
}}<br />
<br />
===$Custom data:===<br />
{{Table220|<br />
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.<br />
Check the scripting documentation of Ship Class to find the CustomData Lua Table.<br />
====+Val:====<br />
<br />
Specifies a custom data value and its name, in the format<br />
<br />
+Val: Name Value<br />
<br />
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. <br />
====$end_custom_data====<br />
<br />
Mandatory entry to indicate that the Custom Data list has ended. }}<br />
<br />
===$Subsystem<nowiki>:</nowiki>===<br />
:''Main article: [[Subsystem]]''<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible for the player to fly the ship<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
*By default, the ship's subsystems are scannable (this can be overridden by mission designers)<br />
*The ship will warp out without ramping up to warpout speed<br />
*When using the "Knossos" warpout, this ship will aim for the center of the portal<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
*The following things are true for all ships with this flag:<br />
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship's health maximum (determined randomly for each collision)<br />
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%<br />
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated<br />
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the "$Weapon shockwave damage respects huge ship flags:" setting in game_settings.tbl is set to true<br />
**Ship subsystems are scannable by default (can be overridden by mission designers)<br />
**The ship does not need to ramp up to warpout speed before entering subspace<br />
**When using the "Knossos" warpout, the ship will aim for a departure point at the center of the Knossos portal<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another ship. For ships which have this flag and are a hash-variant of another ship (like '''SF Dragon''' and '''SF Dragon#2 (Weakened)'''), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in any of the FRED dropdown lists for ship classes.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD shield icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==="no lighting"===<br />
{{Table3613|<br />
Ship will not receive lighting calculations}}<br />
<br />
==="auto spread shields"===<br />
{{Table371|<br />
Causes the ship's shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship's hull. Weapons will impact the ship's shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}<br />
<br />
==="model point shields"===<br />
{{Table371|<br />
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}<br />
<br />
==="repair disabled subsystems"===<br />
{{Table371|<br />
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}<br />
<br />
==="large ship deathroll"===<br />
{{Table210|<br />
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}<br />
<br />
==Wing Formations==<br />
===$Name:===<br />
{{Table202|<br />
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.<br />
*NOTE: FSO automatically scales these these positions by the ship's size, so the table values will be very small. You can see the retail formation's values below for reference.<br />
*Syntax: (a list of 5 '''''Vectors'''''), each has three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
===Example===<br />
<br />
<pre><br />
#Wing Formations<br />
<br />
$Name: Default<br />
((-0.39, 0.20, -0.59)<br />
( 0.39, 0.20, -0.59)<br />
(-0.78, 0.39, -1.18) <br />
( 0.00, 0.39, -1.18)<br />
( 0.78, 0.39, -1.18)) <br />
<br />
#End<br />
</pre><br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Weapons.tbl&diff=65190Weapons.tbl2023-09-28T10:34:11Z<p>-Joshua-: /* Weapons.tbl Flags */</p>
<hr />
<div>{{TableVersionGit|2022-22-11|cfdeeb7109248248d5437e635e509ca0ae65247e}}<br />
{{Tables}}<br />
The '''weapons.tbl''' defines all of the weapon classes used in FSO.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm<br />
<br />
==Introduction==<br />
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.<br />
<br />
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.<br />
<br />
==Special Case Weapons==<br />
===Beam Cannons===<br />
'''REQUIRES:'''<br />
*'''"beam"''' flag<br />
*'''[[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''<br />
<br />
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]<br />
<br />
===Flak Guns===<br />
'''REQUIRES:'''<br />
*'''"flak"''' flag<br />
*'''"particle spew"''' flag<br />
*Must have inner and outer radius defined to have any effect.<br />
*A '''.pof''' model must be defined ( usually '''Hornet.pof''' )<br />
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.<br />
<br />
<br />
<br />
==General Format==<br />
*The weapons table consist of several sections<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>'''End''' before the next section.<br />
**<nowiki>#</nowiki>'''Primary Weapons'''<br />
***Defines all '''standard primaries weapons''' as well as '''beam cannons''' and '''flak cannons'''.<br />
**<nowiki>#</nowiki>'''Secondary Weapons'''<br />
***Defines all '''secondary weapons'''.<br />
**<nowiki>#</nowiki>'''Beam Weapons'''<br />
***I haven't got any ideas for this one.<br />
**<nowiki>#</nowiki>'''[[Weapons.tbl#Countermeasures|Countermeasures]]'''<br />
***Defines the used countermeasure.<br />
**'''$Player Weapon Precedence'''<br />
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).<br />
<br />
==Core Table==<br />
<br />
<br />
===$Name:===<br />
*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.<br>Two special characters can be used in the name: '''#''' and '''@'''. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].<br />
*Syntax: '''''String'''''<br />
<br />
<br />
====+nocreate====<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3611|<br />
*An alternative name that can be referenced instead of $Name:<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Subtype:===<br />
{{Table3610| <br />
Specifies the weapon 's subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).<br />
<br />
<br />
{{Note|<br />
: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).}} <br />
<br />
<br />
*Syntax: '''''String'''''<br />
*Valid Entries: <br />
:Primary<br />
:Secondary}}<br />
<br />
===+Title:===<br />
*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]]<br />
*Syntax: XSTR('''''"String"''''', -1)<br />
<br />
<br />
===+Description:===<br />
*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]]<br />
*Must be followed by '''$end_multi_text'''<br />
<br />
'''Example'''<br />
<br />
<pre><br />
XSTR(<br />
"''Standard Issue<br />
''Level 3 Hull Damage<br />
''Level 2 Shield Damage''", -1)<br />
$end_multi_text<br />
</pre><br />
<br />
===+Tech Title:===<br />
*Title of the weapon in the Tech room. Only needed for player allowed weapons.<br />
*Syntax: XSTR('''''"String"''''', -1)<br />
<br />
<br />
===+Tech Anim:===<br />
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.<br />
*Syntax: '''''String''''', animation filename<br />
**Example: ''Tech_Subach_HL-7''<br />
<br />
<br />
===+Tech Description:===<br />
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]<br />
*Must be followed by '''$end_multi_text'''<br />
<br />
'''Example'''<br />
<br />
<pre><br />
XSTR(<br />
"''The Subach-Innes HL-7...''", 3245)<br />
$end_multi_text<br />
</pre><br />
<br />
===$Turret Name:===<br />
{{Table222|<br />
*Renames a turret to this if this is the first weapon on a turret.<br />
*Syntax: XSTR('''''"String"''''', -1)}}<br />
<br />
===$Tech Model:===<br />
{{Table3610|<br />
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
====+Closeup_Pos:====<br />
{{Table3613|<br />
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively}}<br />
<br />
====+Closeup_Zoom:====<br />
{{Table3613|<br />
*How the model will show on the Loadout Screen. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians}}<br />
<br />
===$Selection Effect:===<br />
{{Table3613|<br />
*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.<br />
*Syntax: '''''String''''', either "FS1", or "Off". This defaults to the FS2 effect.<br />
}}<br />
<br />
===$HUD Image:===<br />
{{Table3610|<br />
*Defines the picture used to represent the weapon in HUD loadout list<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Model File:===<br />
*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.<br />
*Standard primaries and beam cannons do not use specific models so for those the name is 'none'.<br />
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.<br />
*Syntax: '''''String.pof''''' or ''none'', model filename<br />
**Example: ''none''<br />
<br />
<br />
===$POF target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view<br />
*Syntax: '''''Integer'''''}}<br />
<br />
===$Detail Distance:===<br />
{{Table3613|<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*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<br />
*Optional. If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''}}<br />
<br />
===$External Model File:===<br />
{{Table3610|<br />
*Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code.<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Submodel Rotation Speed:===<br />
{{Table3610|<br />
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.<br />
*Syntax: '''''Float'''''<br />
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.<br />
}}<br />
{{Table38|<br />
*Note: It's no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.<br />
}}<br />
<br />
===$Submodel Rotation Acceleration:===<br />
{{Table3610|<br />
*Defines the rotation acceleration of the external weapon model.<br />
*Syntax: '''''Float'''''<br />
*Default value: 10}}<br />
<br />
===@Laser===<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />
====@Laser Bitmap:====<br />
Defines the graphic file to be used as the weapon effect.<br />
<br />
Blending type: additive<br />
<br />
Syntax: '''''String''''', filename<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Bitmap: my_laser_bitmap<br />
</pre><br />
<br />
====@Laser Head-on Bitmap:====<br />
{{Table220|<br />
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.<br />
<br />
Syntax: '''''String''''', filename}}<br />
<br />
<br />
====@Laser Glow:====<br />
Defines the graphic file to be used for the glowmap of the weapon effect.<br />
<br />
Blending type: additive<br />
<br />
*This file is 'multiplied' by a value between Color and Color2.<br />
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.<br />
<br />
Syntax: '''''String''''', filename<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Glow: my_laser_glowmap<br />
</pre><br />
<br />
<br />
====@Laser Glow Head-on Bitmap:====<br />
{{Table220|<br />
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.<br />
<br />
Syntax: '''''String''''', filename}}<br />
<br />
<br />
====@Laser Head-on Transition Angle:====<br />
{{Table220|<br />
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.<br />
<br />
Syntax: '''''Float''''', degrees<br />
Default: Calculated from the ratio of the laser's length to its average radius}}<br />
<br />
====@Laser Head-on Transition Rate:====<br />
{{Table220|<br />
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.<br />
<br />
Syntax: '''''Float'''''<br />
Default: 2}}<br />
<br />
<br />
====@Laser Color:====<br />
The RGB color of the glow effect.<br />
<br />
*The color is applied both to the glowmap and the omnilight that follows the effect.<br />
<br />
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color: 255, 0, 0 ; Red glow effect at the start of the effect's lifetime<br />
</pre><br />
<br />
<br />
====@Laser Color2:====<br />
The RGB color of the glow effect at the end of the effect's lifetime (at its maximum range).<br />
<br />
*The color is applied both to the glowmap and the omnilight that follows the effect.<br />
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color "fades" from Color to Color2 over its lifetime.<br />
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.<br />
<br />
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color2: 0, 0, 255 ; Blue glow effect at the end of the effect's lifetime.<br />
</pre><br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color: 255, 0, 0 ; Start with a Red glow effect, and fade into...<br />
@Laser Color2: 0, 0, 255 ; a Blue glow effect over the lifetime of the effect.<br />
</pre><br />
<br />
<br />
====@Laser Length:====<br />
Defines the length of the weapon effect.<br />
*This option stretches the 2D plane "away" from its origin.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Length: 1.0<br />
</pre><br />
<br />
<br />
====@Laser Head Radius:====<br />
Defines the width of the leading edge, or "head," of the weapon effect.<br />
*The edge of the 2D plane farthest away from its origin is the leading edge.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Head Radius: 0.75<br />
</pre><br />
<br />
<br />
====@Laser Tail Radius:====<br />
Defines the width of the trailing edge, or "tail" of the weapon effect.<br />
*The edge of the 2D plane that is closest to its origin is the trailing edge.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Tail Radius: 0.75<br />
</pre><br />
<br />
===$Light color:===<br />
{{Table222|<br />
*Sets the color of light cast by the weapon.<br />
*Syntax: '''''Color''''', red, green, blue respectively, from 0 to 255<br />
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}<br />
<br />
===$Light radius:===<br />
{{Table222|<br />
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it's center<br />
*Syntax: '''''float''''', any positive value<br />
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}<br />
<br />
===$Light intensity:===<br />
{{Table222|<br />
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.<br />
*Syntax: '''''float''''', any positive value<br />
*Default value: 1}}<br />
<br />
===$Collision Radius Override:===<br />
{{Table202|<br />
*Weapon - weapon collisions are treated as two spheres, where a laser's sphere's radius is equal to its Head Radius, and a missile's is the radius of its associated model (possibly doubled). Using this will override either of those values.<br />
*If used on a beam it will override its collision radius as well, instead of using the widest section.<br />
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will ''still'' be doubled, unless the "no radius doubling" flag is used.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Mass:===<br />
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.<br />
*The eventual kinetic effect is also multiplied by the speed. ie ''$Mass: 3'' and ''$Velocity: 200'' has much weaker kinetic effect than ''$Mass: 3'' and ''$Velocity: 1000''. This is also true for the intesnity of the "shudder" effect, if flagged.<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
===$Velocity:===<br />
*How fast the weapon travels. Is also used to define the weapon range, '''''$Velocity x $Lifetime = range'''''.<br />
*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 $Mass.<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Fire Wait:===<br />
*Time in seconds between firings<br />
*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+)<br />
*Syntax: '''''Float''''', seconds<br />
<br />
====+Max Delay:====<br />
{{Table373|<br />
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.<br />
**This must be used with +Min Delay: to have any effect.<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
====+Min Delay:====<br />
{{Table373|<br />
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.<br />
**This must be used with +Max Delay: to have any effect.<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
===$Damage:===<br />
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.<br />
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.<br />
*The exact factor to multiply by is 100/17, or one 'pulse' of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.<br />
*Syntax: '''''Float''''', damage<br />
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)<br />
<br />
===$Damage Time:===<br />
{{Table373|<br />
*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.'''''<br />
*Syntax: '''''Float''''', seconds. Defaults to 0.0.<br />
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.<br />
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}<br />
<br />
====+Attenuation Damage:====<br />
{{Table373|<br />
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.<br />
*Syntax: '''''Float''''', damage.}}<br />
<br />
====+Min Damage:====<br />
{{Table373|<br />
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''<br />
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}<br />
<br />
====+Max Damage:====<br />
{{Table373|<br />
*This sets the highest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''<br />
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}<br />
<br />
===$Angle of Incidence Damage Multiplier:===<br />
{{Table212|<br />
*Causes the weapon's damage to be multiplied by these factors depending on the angle of incidence. <br />
*It is ''not'' linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.<br />
====+Min:====<br />
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).<br />
*Syntax: '''''Float'''''<br />
====+Max:====<br />
*The damage multiplier when hit straight on, perpendicular to the surface.<br />
*Syntax: '''''Float'''''}}<br />
<br />
===$Damage Type:===<br />
{{Table3610|<br />
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.<br />
<br />
'''REQUIRES:''' [[armor.tbl]]<br />
<br />
*Syntax: '''''String''''', name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}<br />
<br />
===$Arm time:===<br />
{{Table3610|<br />
*Defines the time after the launch that is required before the weapon comes hot<br />
*If the time has not been reached when the weapon detonates the Dinky explosion is used<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Arm distance:===<br />
{{Table3610|<br />
*Defines the distance from the firing ships that is required before the weapon comes hot<br />
*If the distance has not been reached when the weapon detonates the Dinky explosion is used<br />
*Syntax: '''''Float''''', meters}}<br />
{{Table3615|<br />
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}<br />
<br />
===$Arm radius:===<br />
{{Table3610|<br />
*Defines the distance from the target where the weapon will arm itself<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
===$Detonation Range:===<br />
{{Table3610|<br />
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Detonation Radius:===<br />
{{Table3610|<br />
*Defines the distance between the target center point point and the weapon which detonates the weapon.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
===$Flak Detonation Accuracy:===<br />
{{Table3615|<br />
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships' weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.<br />
*Syntax: '''''Float''''', range in meters}}<br />
<br />
===$Flak Targeting Accuracy:===<br />
{{Table3615|<br />
*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.<br />
*Syntax: '''''Float''''', radius in meters}}<br />
<br />
===$Untargeted Flak Range Penalty:===<br />
{{Table3615|<br />
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.<br />
*Syntax: '''''Float''''', penalty in meters.}}<br />
<br />
===$Shockwave damage:===<br />
{{Table3610|<br />
*Override for the damage caused by shockwaves (default is [[#$Damage:]])<br />
*Syntax: '''''Float''''', damage<br />
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)<br />
}}<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions<br />
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}<br />
<br />
===$Blast Force:===<br />
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
===$Inner Radius:===<br />
*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<br />
*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)<br />
*Syntax: '''''Float''''', meters<br />
<br />
===$Outer Radius:===<br />
*Maximum radius at which any damage is done. See $Inner Radius for the attenuation formula.<br />
*Also defines the size of the shockwave (if shockwave speed is > 0)<br />
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)<br />
*Syntax: '''''Float''''', meters<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
===$Shockwave rotation:===<br />
{{Table3610|<br />
*Defines how the 3D shockwave is rotated. Random, if left undefined.<br />
*Syntax: '''''Angle''''', three values, pitch, bank, heading respectively, in degrees}}<br />
<br />
===$Shockwave model:===<br />
{{Table3610|<br />
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave name:===<br />
{{Table3610|<br />
*Defines the name of the animation used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Shockwave Sound:===<br />
{{Table202|<br />
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
<br />
===$Dinky shockwave:===<br />
{{Table3610|<br />
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at '''Arm time''' and '''Arm distance''' are not reached before impact<br />
*It uses exactly same entries as the standard shockwaves<br />
*'''''+Shockwave damage:'''''<br />
*'''''+Shockwave damage type:'''''<br />
*'''''+Blast Force:'''''<br />
*'''''+Inner Radius:'''''<br />
*'''''+Outer Radius:'''''<br />
*'''''+Shockwave Speed:'''''<br />
*'''''+Shockwave Rotation:'''''<br />
*'''''+Shockwave Model:'''''<br />
*'''''+Shockwave Name:'''''}}<br />
{{Table202|<br />
*'''''+Shockwave sound:'''''}}<br />
<br />
===$Armor Factor:===<br />
*Multiplier for the damage done to armor<br />
*Syntax: '''''Float''''', damage multiplier<br />
<br />
<br />
===$Shield Factor:===<br />
*Multiplier for the damage done to shields<br />
*Syntax: '''''Float''''', damage multiplier<br />
<br />
<br />
===$Subsystem Factor:===<br />
*Multiplier for the damage done to subsystems<br />
*Syntax: '''''Float''''', damage multiplier<br />
<br />
<br />
===$Lifetime Min:===<br />
{{Table3610|<br />
*Defines the minimum lifetime of the weapon<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Lifetime Max:===<br />
{{Table3610|<br />
*Defines the maximum lifetime of the weapon<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Lifetime:===<br />
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.<br />
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Energy Consumed:===<br />
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Cargo Size:===<br />
*Cargo size, is not used with non-ballistic primaries.<br />
*Amount of missiles available = Bank capacity / Cargo Size.<br />
*Syntax: '''''Float'''''<br />
<br />
===$Autoaim FOV:===<br />
{{Table224|<br />
'''This option is exclusive to primaries.'''<br />
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.<br />
*Syntax: '''''Float'''''}}<br />
<br />
===$Homing:===<br />
'''This option is exclusive to secondaries.'''<br />
{{Table212|'''This option may now be applied to primaries'''. They may only use heat seeking. For optimal results the "no homing speed ramp" flag may be used.}}<br />
<br />
Defines if the bolts/missiles in question is homing<br />
<br />
If set to NO, then following fields are not required in the table.<br />
<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
===='''+Type:'''====<br />
Defines the homing method<br />
*Syntax: '''''String''''', ''ASPECT'' or ''HEAT''<br />
{{Table3610| An additional option, ''JAVELIN'', has been added. This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}<br />
<br />
<br />
===='''+Turn Time:'''====<br />
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.<br />
**Syntax: '''''Float''''', seconds<br />
<br />
===='''+Turning Acceleration Time:'''====<br />
{{Table202|<br />
Determines how quickly the missile reaches its maximum turn speed.<br />
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl<br />
**Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===='''+View Cone:'''====<br />
'''Heat-seeking missiles only'''<br />
<br />
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.<br />
*Syntax: '''''Float''''', degrees<br />
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}<br />
<br />
===='''+Min Lock Time:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
The minimum number of seconds to gain a target lock.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===='''+Lock Pixels/Sec:'''====<br />
'''For aspect/javelin missiles only'''<br />
The number of pixels the aspect triangle moves per second while attempting lock-on.<br />
<br />
*Syntax: '''''Integer''''', pixels per second<br />
<br />
<br />
===='''+Catch-up Pixels/Sec:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
The number of pixels moved per second while attempting to catch up to the target.<br />
*Syntax: '''''Integer''''', pixels per second<br />
<br />
<br />
===='''+Catch-up Penalty:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
Extra pixels to move after catching up. (Needs verification )<br />
**Syntax: '''''Integer''''', pixels<br />
<br />
<br />
===='''+Seeker Strength:'''====<br />
{{Table3610|<br />
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:]]'''<br />
*Syntax: '''''Float''''', seeker strength}}<br />
<br />
===='''+Target Lead Scaler:'''====<br />
{{Table3611|<br />
Defines the type of pursuit course the missile tries to obtain.<br />
*Values < 0 give lag pursuit, values ~ 0 give pure pursuit, values > 0 give lead pursuit.<br />
*Syntax: '''''Float''''', default for heat seekers: 0, default for aspect or javelin seekers: 1.}}<br />
<br />
===='''+Target Lock Restriction:'''====<br />
{{Table202|<br />
Defines if the missile can lock onto ships besides the current target<br />
*Syntax: '''''String''''', name of the behavior, default is ''current target only'';.<br />
*''Current target only'' As normal, can only acquire locks on the targeted ship<br />
*''Any target'' Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player's target<br />
*''Current target, any subsystem'' Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}<br />
<br />
===='''+Independent Seekers:'''====<br />
{{Table202|<br />
Defines the ability for a missile to target multiple objects at once.<br />
*Syntax: '''''Boolean''''', yes or no, default is no.}}<br />
<br />
===='''+Target Lock Objecttypes:'''====<br />
{{Table220|<br />
Defines what type of object can be locked on with this weapon<br />
*Syntax: '''''String''''', name of the object type, default is ''ships''<br />
*''ships'' Will target only ships<br />
*''bombs'' Will target bombs and targetable missiles }}<br />
<br />
===='''+Trigger Hold:'''====<br />
{{Table202|<br />
Defines the ability to hold the trigger to lock and release to fire.<br />
*Syntax: '''''Boolean''''', yes or no, default is no.}}<br />
<br />
===='''+Reset On Launch:'''====<br />
{{Table202|<br />
Defines the ability for locks to reset upon missiles being fired.<br />
*Syntax: '''''Boolean''''', yes or no, default is no.}}<br />
<br />
===='''+Max Seekers Per Target:'''====<br />
{{Table202|<br />
Defines the maximum number of seekers that can target a single object.<br />
*Syntax: '''''Integer''''', number of seekers.}}<br />
<br />
===='''+Max Active Seekers:'''====<br />
{{Table202|<br />
Defines the maximum number of total seekers for the weapon to have.<br />
*Syntax: '''''Integer''''', number of seekers.}}<br />
<br />
===='''+Ship Types:'''====<br />
{{Table202|<br />
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.<br />
*Syntax: '''("String" "String")''', ship types.}}<br />
<br />
===='''+Ship Classes:'''====<br />
{{Table202|<br />
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.<br />
*Syntax: '''("String" "String")''', ship classes.}}<br />
<br />
===='''+Species:'''====<br />
{{Table202|<br />
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.<br />
*Syntax: '''("String" "String")''', species.}}<br />
<br />
===='''+IFFs:'''====<br />
{{Table202|<br />
Defines the IFF's whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.<br />
*Syntax: '''("String" "String")''', IFFs.}}<br />
<br />
===$Homing Auto-Target Method:===<br />
{{Table214|<br />
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the "untargeted heatseeker" flag, this determines how it should do so. Options are:<br />
*'''CLOSEST''', the weapon will acquire the nearest target that it is able.<br />
*'''RANDOM''', the weapon will acquire a random target from those available.<br />
}}<br />
<br />
===$Swarm:===<br />
*The number of missiles to fire per volley if it's a swarm missile<br />
*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.<br />
*Is incompatible with "Corkscrew" option.<br />
*Swarm will negatively affect the missile's ability to hit its target and will not lead its target even with [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.<br />
*Syntax: '''''Integer''''', number of shots in a swarm<br />
{{Table3610|<br />
*'''+SwarmWait:'''<br />
**Defines the time between weapons fired in a swarm<br />
**Syntax: '''''Float''''', seconds<br />
***Default: 0.150)}}<br />
<br />
===$Acceleration Time:===<br />
{{Table371|<br />
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon's velocity, and affects both locked-on and dumbfired secondaries.<br />
*Syntax: '''''Float''''', seconds<br />
**Default: 0.0}}<br />
<br />
===$Velocity Inherit:===<br />
{{Table371|<br />
*Defines how much of the parent ship's velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.<br />
*Syntax: '''''Float''''', percents<br />
**Default: 100.0}}<br />
<br />
===$Free Flight Time:===<br />
{{Table3610|<br />
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.<br />
*Syntax: '''''Float''''', seconds<br />
**Default: 0.25}}<br />
<br />
'''Note:''' due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.<br />
<br />
===$Free Flight Speed:===<br />
{{Table3613|<br />
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).<br />
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.<br />
**Default: 0.25<br />
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn't use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}<br />
}}<br />
<br />
===$Free Flight Speed Factor:===<br />
{{Table202|<br />
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).<br />
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.<br />
**Default: 0.25<br />
}}<br />
<br />
===$Gravity Const:===<br />
{{Table224|<br />
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.<br />
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. <br />
*'''Homing weapons are unaffected by gravity no matter what'''. <br />
*Syntax: '''''Float'''''<br />
**Default: 0}}<br />
<br />
===$PreLaunchSnd:===<br />
{{Table3613|<br />
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
**Default: No Sound}}<br />
<br />
===+PreLaunchSnd Min Interval:===<br />
{{Table3613|<br />
*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.<br />
*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.<br />
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}<br />
<br />
===$LaunchSnd:===<br />
*Corresponding sound effect when the weapon is launched.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$CockpitLaunchSnd:===<br />
{{Table232|<br />
*Corresponding sound effect when the weapon is launched from the player's ship, allowing use of 2d stereo sounds.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$ImpactSnd:===<br />
*Sound the weapon makes when it hits a hull.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Disarmed ImpactSnd:===<br />
{{Table3610|<br />
*Sound the weapon makes when it hits a hull before being armed.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$FlyBySnd:===<br />
*The sound this weapon makes if it narrowly misses you. -1 is no sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1<br />
<br />
<br />
{{Table214|<br />
===$AmbientSnd:===<br />
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$TrackingSnd===<br />
{{Table3615|<br />
*The looping sound played when the player is tracking a target with this weapon.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$LockedSnd===<br />
{{Table3615|<br />
*The sound played when the player has locked onto their target with this weapon.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$InFlightSnd===<br />
{{Table3615|<br />
*The looping sound played while the player has this weapon currently flying.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+Inflight sound type'''<br />
**Specifies when the in flight sound is played.<br />
**The value can be one of the following values which are matched case-insensitively:<br />
***''''''TARGETED'''''': The sound is played when the missile tracks a target<br />
***''''''UNTARGETED'''''': The sound is played when the missile is currently not tracking a target<br />
***''''''ALWAYS'''''': The sound is played always}}<br />
<br />
<br />
===$Model:===<br />
{{Table3610|<br />
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Rearm Rate:===<br />
*Defines the frequency that weapons are loaded to the ship<br />
*Syntax: '''''Float''''', How many times per second the weapons are loaded.<br />
**Example: 2.0 will reload every half second. 0.1 will load every ten seconds.<br />
<br />
===$Rearm Ammo Increment:===<br />
{{Table38|<br />
*Defines how many missiles or how much ballistic ammo is loaded per load sound.<br />
*Syntax: '''''Integer''''', how many bullets or missiles are loaded.}}<br />
<br />
<br />
===+Weapon Range:===<br />
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon's effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]<br />
*Syntax: '''''Float''''', meters<br />
<br />
===+Weapon Min Range:===<br />
{{Table3610|<br />
*Defines the minimum range to the target where the weapons under AI will still fire.<br />
*Implemented before FS_Open 3.6.5<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
===+Weapon Optimum Range:===<br />
{{Table214|<br />
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
===$Pierce Objects:===<br />
{{Table212|<br />
*Causes the weapon to penetrate the objects impacted and not be destroyed.<br />
*Syntax: '''''Boolean'''''<br />
====+Spawn Children On Pierce:====<br />
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$Flags:===<br />
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the weapon<br />
**Example: ( "Player allowed" "in tech database" )<br />
<br />
{{Table3610|<br />
*Can be followed by '''+override''' option in order to reset the weapon flags before parsing in the new ones<br />
*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.<br />
<br />
**Syntax: '''''+override'''''}}<br />
<br />
<br />
===$Trail:===<br />
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.<br />
*'''+Start Width:'''<br />
**How wide the head of the trail is.<br />
**Syntax: '''''Float''''', meters<br />
*'''+End Width:'''<br />
**How wide the tail of the trail is.<br />
**Syntax: '''''Float''''', meters<br />
*'''+Start Alpha:'''<br />
**The opacity of the trail head.<br />
**Syntax: '''''Float''''', value between 0 and 1<br />
*'''+End Alpha:'''<br />
**The opacity of the trail tail.<br />
**Syntax: '''''Float''''', value between 0 and 1<br />
{{Table212|<br />
*'''+Alpha Decay Exponent:'''<br />
**Causes the trail to fade away non-linearly. The 0 -> 1 progress through the trail's life is taken to the power of the provided number when being used for trail alpha purposes<br />
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.<br />
**Syntax: '''''Float''''', positive}}<br />
*'''+Max Life:'''<br />
**How long the trail lasts.<br />
**Syntax: '''''Float''''', seconds<br />
{{Table202|<br />
*'''+Spread:'''<br />
**Causes the trail points to diffuse and drift apart at this speed over time.<br />
**Syntax: '''''Float''''', meters per second}}<br />
*'''+Bitmap:'''<br />
**The graphic file to use for the trail.<br />
**Syntax: '''''String''''', filename<br />
{{Table212|<br />
*'''+Bitmap Stretch:'''<br />
**Multiplies how far the bitmap is stretched over each trail segment.<br />
**Syntax: '''''Float'''''}}<br />
{{Table3611|<br />
*'''+Faded Out Sections:'''<br />
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.<br />
**Syntax: '''''Integer''''', number of trail sections}}<br />
<br />
===$Icon:===<br />
*Loadout icon used in the weapons selection screen.<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Anim:===<br />
*Green grid animation used on the weapons screen.<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Collide Ship:===<br />
{{Table3610|<br />
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}<br />
<br />
<br />
===$Collide Weapon:===<br />
{{Table3610|<br />
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}<br />
<br />
===$Impact Effect:===<br />
{{Table38|<br />
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.<br />
*Syntax: '''String''', the particle effect name<br />
*If this option is specified then ''$Impact Explosion'' and ''$Impact Explosion Radius'' are not valid options!<br />
}}<br />
<br />
===$Impact Explosion:===<br />
*Impact explosion used. Must be defined in weapon_expl.tbl,<br />
*Syntax: '''''String''''', filename or ''none''<br />
<br />
<br />
===$Impact Explosion Radius:===<br />
*Radius of the defined impact explosion.<br />
*Syntax: '''''Float''''', meters, default 1.0<br />
<br />
<br />
===$Shield Impact Explosion Radius:===<br />
{{Table373|<br />
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].<br />
*Syntax: '''''Float''''', meters, defaults to value of $Impact Explosion Radius}}<br />
<br />
===$Dinky Impact Effect:===<br />
{{Table38|<br />
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.<br />
*Syntax: '''String''', the particle effect name<br />
*If this option is specified then ''$Dinky Impact Explosion'' and ''$Dinky Impact Explosion Radius'' are not valid options!<br />
}}<br />
<br />
<br />
===$Dinky Impact Explosion:===<br />
{{Table3610|<br />
*Same as Impact Explosion but for Dinky (not armed) explosions<br />
*Syntax: '''''String''''', filename or ''none''}}<br />
<br />
<br />
===$Dinky Impact Explosion Radius:===<br />
{{Table3610|<br />
*Same as Impact Explosion Radius but for Dinky explosions<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
===$Piercing Impact Effect:===<br />
{{Table38|<br />
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.<br />
*Syntax: '''String''', the particle effect name<br />
*If this option is specified then piercing impact options below are not valid!<br />
}}<br />
<br />
===$Piercing Impact Explosion:===<br />
{{Table3611|<br />
*Defines the effect used for events when weapon pierces the target<br />
*Syntax: '''''String''''', filename or ''none''}}<br />
<br />
<br />
===$Piercing Impact Radius:===<br />
{{Table3611|<br />
*Defines the base radius of the effect used for piercing weapon impacts<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Velocity:===<br />
{{Table3611|<br />
*Defines the base velocity for the particles piercing the target<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Splash Velocity:===<br />
{{Table3611|<br />
*Defines the base velocity for the particles splashing from the target (secondary piercing effects<br />
*Negative value causes the second batch or particles to splash to opposite direction<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Variance:===<br />
{{Table3611|<br />
*Defines the variance added to the particles<br />
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Life:===<br />
{{Table3611|<br />
*Defines the lifetime of the effect for single frame effects<br />
*For multiple frame effects the lifetime is the lifetime of the animation used<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Particles:===<br />
{{Table3611|<br />
*Defines the number of particles released per impact<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Piercing Impact Draw Modifier:===<br />
{{Table3611|<br />
*Defines the multiplier applied to the ships piercing effect limit percentage<br />
*Syntax: '''''Float'''''}}<br />
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.<br />
<br />
===$Inflight Effect:===<br />
{{Table38|<br />
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.<br />
*Syntax: '''''String''''', the particle effect name<br />
}}<br />
===$Freeflight Effect:===<br />
{{Table38|<br />
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.<br />
*Syntax: '''''String''''', the particle effect name<br />
*This option is only valid for missile weapons<br />
}}<br />
===$Ignition Effect:===<br />
{{Table38|<br />
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.<br />
*Syntax: '''''String''''', the particle effect name<br />
*This option is only valid for missile weapons<br />
}}<br />
===$Homed Flight Effect:===<br />
{{Table38|<br />
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.<br />
*Syntax: '''''String''''', the particle effect name<br />
*This option is only valid for missile weapons<br />
}}<br />
===$Unhomed Flight Effect:===<br />
{{Table38|<br />
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.<br />
*Syntax: '''''String''''', the particle effect name<br />
*This option is only valid for missile weapons<br />
}}<br />
<br />
===$Muzzleflash:===<br />
*Normally only with flak cannons.<br />
*Defines the muzzle flash the weapon uses<br />
*Syntax: '''''String''''', muzzleflash name, as defined in [[mflash.tbl]]<br />
<br />
<br />
===$EMP Intensity:===<br />
*How deeply an EMP effect scrambles your electronics<br />
**Needs the [[#EMP|EMP]] flag set to have any effect<br />
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. <br />
*Maximum value of 500.0 <br />
**Syntax: '''''Float''''' (defaults to 300.0)<br />
<br />
===$EMP Time:===<br />
*Duration of the EMP effect<br />
**Needs the [[#EMP|EMP]] flag set to have any effect<br />
**Syntax: '''''Float''''', seconds (defaults to 10.0)<br />
<br />
===$Recoil Modifier:===<br />
{{Table373|<br />
*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.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note| The "apply recoil" 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.}}<br />
}}<br />
<br />
===$Leech Weapon:===<br />
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)<br />
**Needs the [[#Esuck|Esuck]] flag set to have any effect<br />
**Syntax: '''''Float''''' (defaults to 10.0)<br />
<br />
===$Leech Afterburner:===<br />
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)<br />
**Needs the [[#Esuck|Esuck]] flag set to have any effect<br />
**Syntax: '''''Float''''' (defaults to 10.0)<br />
<br />
===$Vampiric Healing Factor:===<br />
{{Table224|<br />
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)<br />
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect<br />
*Must be a positive number higher than 0.0<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
}}<br />
<br />
===$Corkscrew:===<br />
{{Table3610|<br />
*Allow corkscrew parameters to be defined<br />
*'''+Num Fired:'''<br />
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles<br />
**Syntax: '''''Integer''''', number of missiles<br />
*'''+Radius:'''<br />
**Defines the radius used in the corkscrew motion<br />
**Syntax: '''''Float''''', meters<br />
*'''+Fire Delay:'''<br />
**Defines the delay between missile firings<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Counter rotate:'''<br />
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)<br />
**Syntax: '''''Boolean''''', ''0'' or ''1'', no or yes<br />
*'''+Twist:'''<br />
**Defines the speed of rotation movement on the radius of corkscrew motion.<br />
**Syntax: '''''Float''''', radians per second}}<br />
<br />
<br />
===$Electronics:===<br />
{{Table3610|<br />
*Defines the weapons effect against electronics. Requires [[weapons.tbl#"Electronics"|"electronics"]] flag. '''+New Style:''' and '''+Old Style:''' options are mutually exclusive.<br />
*'''+New Style:'''<br />
**Defines that the electronics use the new style which enables more options.<br />
*'''+Old Style:'''<br />
**Defines that the electronics use the old style. The old style was the way the D-Missile worked in Descent: FreeSpace.<br />
}}<br />
{{Table371|<br />
*'''+Area Of Effect'''<br />
**If specified, allows the electronics effect to apply to every ship hit by this weapon's blast or shockwave (the "Electronics" flag isn't necessary with this option).<br />
}}<br />
{{Table3610|<br />
*'''+Intensity:'''<br />
**May only be used with '''+New Style:''' electronics. '''''Has been deprecated'''''.<br />
**Syntax: '''''Float'''''<br />
*'''+Lifetime:'''<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Engine Multiplier:'''<br />
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for engine subsystems.<br />
**Syntax: '''''Float'''''<br />
*'''+Weapon Multiplier:'''<br />
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for non-beam turrets.<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Turret Multiplier:'''<br />
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for beam turrets.<br />
**Syntax: '''''Float'''''<br />
*'''+Sensors Multiplier:'''<br />
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for sensor subsystems.<br />
**Syntax: '''''Float'''''<br />
*'''+Randomness Time:'''<br />
**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.<br />
**Syntax: '''''Integer''''', milliseconds<br />
<br />
* Without any electronics parameters, a weapon with the "electronics" 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.<br />
<br />
}}<br />
<br />
===$Spawn Angle:===<br />
{{Table3610|<br />
*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''.<br />
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.<br />
*Syntax: '''''Float''''', degrees, default is 180}}<br />
<br />
===$Spawn Minimum Angle:===<br />
{{Table202|<br />
*Defines an inner angle for the cone within which the spawned weapons appear. ''Value'' gives the angle from the missile's centerline. <br />
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.<br />
*Syntax: '''''Float''''', degrees, default is 0}}<br />
<br />
===$Spawn Interval:===<br />
{{Table202|<br />
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.<br />
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.<br />
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.<br />
*Syntax: '''''Float''''', seconds, minimum is 0.1, '''You will not be warned for a negative spawn interval. ''' The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}<br />
<br />
====+Delay:====<br />
{{Table202|<br />
*Continuous spawn will not begin until this has elapsed.<br />
*Syntax: '''''Float''''', seconds, default is 0}}<br />
<br />
===$Spawn Effect:===<br />
{{Table202|<br />
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.<br />
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.<br />
*Syntax: '''String''', the particle effect name}}<br />
<br />
===$Local SSM:===<br />
{{Table3610|<br />
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.<br />
*Weapon must be '''''aspect seeking missile''''' and must have '''''[[Weapons.tbl#"local ssm"|local ssm]]''''' flag.<br />
*'''+Warpout Delay:'''<br />
**Defines the time between the missile launch and the subspace jump.<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Warpin Delay:'''<br />
**Defines the time missile stays in subspace before exiting.<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Stage 5 Velocity:'''<br />
**Defines the velocity of the missile after the subspace jump.<br />
**Syntax: '''''Float''''', meters per second<br />
*'''+Warpin Radius:'''<br />
**Defines how far from the SSM will appear from the outer radius of the target.<br />
**Syntax: '''''Float''''', meters<br />
*'''+Lock Range:'''<br />
**Defines the maximum range where SSM can achieve target lock<br />
**Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Countermeasure:===<br />
<br />
*Defines the countermeasure effectiveness, radius, etc<br />
{{note| <br />
*Spoofing chance is defined as '''cm type effectiveness'''/'''[[#+Seeker Strength:|seeker strength]]''' (missile must be within the countermeasures '''+Effective Radius:''').<br />
*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.<br />
{{Table382|The global frame counter can be bypassed by using '''[[#+Pulse Interval:|pulse interval]]'''.}}<br />
*'''Provisional'''; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.<br />
**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.<br />
}}<br />
<br />
{{Table3610|<br />
===='''+Heat Effectiveness:'''====<br />
*Defines the countermeasures effectiveness against heat seeking missiles<br />
*Syntax: '''''Float''''', cm effectiveness<br />
**Default: 1.0<br />
<br />
===='''+Aspect Effectiveness:'''====<br />
*Defines the countermeasures effectiveness against aspect seeking missiles<br />
*Syntax: '''''Float''''', cm effectiveness<br />
*Default: 1.0<br />
<br />
===='''+Effective Radius:'''====<br />
*Defines the countermeasures effective radius<br />
*Syntax: '''''Float''''', meters<br />
**Default: 300.0<br />
}}<br />
<br />
{{Table373|<br />
====+Missile Detonation Radius:====<br />
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see '''+Single Missile Kill:''')<br />
*Syntax: '''''Float''''', meters<br />
**Default: 40.0<br />
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with "pulls aspect seekers" flag}}<br />
<br />
====+Single Missile Kill:====<br />
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within '''+Missile Detonation Radius:'''<br />
*Syntax: '''''Boolean'''''<br />
**Default: false<br />
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with "pulls aspect seekers" flag}}<br />
}}<br />
<br />
{{Table382|<br />
====+Pulse Interval:====<br />
*Defines how much time passes between each pulse of this countermeasure.<br />
*Syntax: '''''Float''''', milliseconds<br />
**Default: 0<br />
{{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.}}<br />
}}<br />
<br />
{{Table212|<br />
====+Use Fire Wait:====<br />
*Makes the countermeasure fire wait use what is specified in the '''$Fire Wait:''' section of the weapon.<br />
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in '''$Fire Wait:'''.<br />
<br />
====+Failure Launch Delay Multiplier for AI:====<br />
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.<br />
*Previously, the amount of time was calculated as ('fire wait' + 2000 * 'countermeasure firing chance').<br />
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.<br />
*Syntax: '''''Float'''''<br />
**Default: -1<br />
{{note| any value less than 0 means the default formula will be used.}}<br />
<br />
====+Successful Launch Delay Multiplier for AI:==== <br />
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.<br />
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.<br />
*Syntax: '''''Float'''''<br />
**Default: 2<br />
{{note| any value less than 0 means the default value will be used.}}<br />
<br />
}}<br />
<br />
===$BeamInfo:===<br />
*'''+Type:'''<br />
*Defines the type of beam in question. Options are:<br />
**''0'' or ''Direct fire'', a standard non-slashing type beam that fires directly at a random point on the target's hull<br />
**''1'' or ''Slashing'', a slashing type beam, that slashes between opposing corners of the ship<br />
**''2'' or ''Targeting'', a targeting beam that is used to trigger SSMs.<br />
**''3'' or ''Antifighter'', a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.<br />
**''4'' or ''Normal Fire'', a beam that is restricted to what is directly in front of it, along turrets firepoints normal.<br />
{{Table214|<br />
**''5'' or ''Omni'', a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}<br />
*'''+Life:'''<br />
**How long it lasts once the beam is actually firing.<br />
**Syntax: '''''Float''''', seconds<br />
*'''+Warmup:'''<br />
**Warmup time<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Warmdown:'''<br />
**Warmdown time<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Radius:'''<br />
**Muzzle glow radius<br />
**Syntax: '''''Float''''', meters<br />
*'''+PCount:'''<br />
**Particles spewed every interval. ??<br />
**Syntax: '''''Integer'''''<br />
*'''+PRadius:'''<br />
**Particle radius<br />
**Syntax: '''''Float''''', meters<br />
*'''+PAngle:'''<br />
**Defines the random "cone" where the particles are generated<br />
**Syntax: '''''Float''''', angle of the cone<br />
*'''+PAni:'''<br />
**Animation used to represent the particles<br />
**Syntax: '''''String''''', filename<br />
*'''+Miss Factor:'''<br />
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level<br />
**Syntax: '''''Miss Factor''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.<br />
***Example: 0.5 0.975 1.35 1.875 2.5<br />
{{Table3613|<br />
*'''IFF specific miss factors'''<br />
**Identical to the preceding entry but IFF specific. Replace the <IFF> with the name of the IFF from [[iff_defs.tbl]]<br />
**Syntax: '''''+<IFF> Miss Factor:''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.<br />
***Example: 0.5 0.975 1.35 1.875 2.5}}<br />
*'''+BeamSound:'''<br />
**Corresponding looping sound effect when the beam is firing.<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+WarmupSound:'''<br />
**Corresponding sound effect when the beam is beam warmed up.<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+WarmdownSound:'''<br />
**Corresponding sound effect when the beam is warming down.<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+Muzzleglow:'''<br />
**Defines the bitmap used to create the muzzle glow<br />
**Syntax: '''''String''''', filename<br />
{{Table372|<br />
*'''+Directional Glow:'''<br />
**Defines the length to stretch the muzzleglow along the beam.<br />
**Syntax: '''''Float''''', length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}<br />
*'''+Shots:'''<br />
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:<br />
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the "cycle" flag, 0 fires from all available fire points like normal weapons.<br />
**Syntax: '''''Integer''''', Default: 1<br />
*'''+ShrinkFactor:'''<br />
**How much of the beam's life is remaining before it starts to shrink in width. (0.1 means 10% life left)<br />
**Syntax: '''''Float''''', value from 0 to 1<br />
*'''+ShrinkPct:'''<br />
**The beam's width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.<br />
**Syntax: '''''Float''''', a positive value<br />
{{Table202|<br />
*'''+GrowFactor:'''<br />
**How much of the beam's life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)<br />
**Syntax: '''''Float''''', value from 0 to 1<br />
*'''+GrowPct:'''<br />
**The beam's width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.<br />
**Syntax: '''''Float''''', a positive value<br />
*'''+Initial Width Factor:'''<br />
**What factor of the beam's maximum width it starts with.<br />
**Syntax: '''''Float''''', value from 0 to 1}}<br />
{{Table3610|<br />
*'''+Range:'''<br />
**Defines the maximum range where the beam still has any effect.<br />
**Syntax: '''''Float''''', meters<br />
*'''+Attenuation:'''<br />
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.<br />
**Syntax: '''''Float''''', from 0 - firing point to 1 - no effect<br />
***Default: 1}}<br />
{{Table3611|<br />
*'''+BeamWidth:'''<br />
**Defines the width of the beam for collision test purposes instead of using widest beam section.<br />
**Syntax: '''''Float''''<br />
{{Table222|<br />
*'''+Beam Light Flickers:'''<br />
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well<br />
*Syntax: '''''boolean'''''<br />
*Default value: True<br />
*'''+Beam Width Multiplies Light Radius:'''<br />
*Controls if the light radius of a beam is multiplied by the beam width.<br />
*Syntax: '''''boolean'''''<br />
*Default value: True}}<br />
{{Table38|<br />
*'''+Beam Flash Particle Effect:'''<br />
**Specifies the beam flash [[Particle Effects|particle effect]].<br />
**Syntax: '''''String''''', particle effect name<br />
**If this is specified then '''+Beam Flash Effect''' and '''+Beam Flash Radius''' are not valid options!<br />
}}<br />
*'''+Beam Flash Effect:'''<br />
**Defines the additional impact flash effect for the beam.<br />
**Syntax: '''''String''''', filename<br />
*'''+Beam Flash Radius:'''<br />
**Defines the radius for the additional impact flash effect.<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect:'''<br />
**Defines the beam piercing (bursting flames) effect for the beam.<br />
**Syntax: '''''String''''', filename<br />
*'''+Beam Piercing Radius:'''<br />
**Defines the average radius used for the beam piercing effects.<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect Velocity:'''<br />
**Defines the base velocity for the piercing effects<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Splash Effect Velocity:'''<br />
**Defines the base velocity for the secondary piercing effects<br />
**Negative velocity causes the particles to move to opposite direction<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect Variance:'''<br />
**Defines the variances of the particles from the main path<br />
**Values close to 0 cause minimum variance, higher values cause higher variances<br />
**Syntax: '''''Float'''''}}<br />
<br />
{{Table214|<br />
*'''$Type 5 Beam Options:'''<br />
**Species the unique attributes for type 5 beams. '''None of these properties will be used if the weapon is not a type 5 beam.'''<br />
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.<br />
*'''+Start Position:'''<br />
**Determines how the starting position should be chosen. Options are:<br />
***'''RANDOM ON SHIP''', Like type 0 direct-fire beams, chooses a random spot on the target's geometry.<br />
***'''RANDOM OFF SHIP''', Like type 1 slash beams, chooses a random spot just outside of the target's geometry.<br />
***'''CENTER''', Chooses the center of the target.<br />
*'''+Start Position Offset:'''<br />
**Displaces the chosen start position in the specified direction and by the specified amount.<br />
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.<br />
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.<br />
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: "1, -0.2, -0.9"<br />
*'''+Start Position Randomness:'''<br />
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).<br />
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.<br />
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.<br />
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: "1, 0.2, 1"<br />
<br />
<br />
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).<br />
*'''+End Position:'''<br />
**Determines how the starting position should be chosen. Options are:<br />
***'''RANDOM ON SHIP''', Like type 0 direct-fire beams, chooses a random spot on the target's geometry.<br />
***'''RANDOM OFF SHIP''', Like type 1 slash beams, chooses a random spot just outside of the target's geometry.<br />
***'''CENTER''', Chooses the center of the target.<br />
***'''SAME RANDOM''', If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).<br />
*'''+End Position Offset:'''<br />
**Displaces the chosen end position in the specified direction and by the specified amount.<br />
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.<br />
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.<br />
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: "1, -0.2, -0.9"<br />
*'''+End Position Randomness:'''<br />
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).<br />
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.<br />
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.<br />
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: "1, 0.2, 1"<br />
<br />
<br />
*'''+Orient Offsets to Target:'''<br />
**This determines the orientation of the offsets and randomness.<br />
**If this is set to ''TRUE'' then the x, y, and z, directions used refer to the target's x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target's bow and sweep to its aft, no matter which way the shooter is oriented.<br />
**If this is set to ''FALSE'' then the x, y, and z, directions used refer to the shooter's x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter's right, and sweep in the direction of the shooter's left, regardless of how the target is oriented.<br />
**Syntax: '''''Boolean''''', yes or no, Default: No<br />
*'''+Scale Offsets to Target:'''<br />
**This determines what a magnitude of 1 on the offsets and randomness mean.<br />
**If this is set to ''TRUE'' then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target's radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.<br />
**If this is set to ''FALSE'' then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees<br />
**Syntax: '''''Boolean''''', yes or no, Default: No<br />
<br />
<br />
*'''+Continuous Rotation:'''<br />
**This defines the degrees per second that the beam will rotate while it is firing.<br />
**Syntax: '''''Float''''', degrees per second<br />
*'''+Continuous Rotation Axis:'''<br />
**This defines the axis about which the beam will continuously rotate. Options are:<br />
***'''START POSITION BEFORE OFFSET''', the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''START POSITION AFTER OFFSET''', the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''CENTER''', the beam will rotate about the center of the target.<br />
<br />
*'''+Burst Rotation Pattern:'''<br />
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). '''You will not be warned for failing to give this weapon burst capability''', because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.<br />
**For instance, a standard slash with a rotation pattern of (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.<br />
**(0,120,240) will have 3 slashes in a triangular pattern.<br />
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the "burst shares random target" flag may be used so all shots in the burst share the same random position.<br />
**Syntax: '''''List of Floats''''', degrees. Example: (0, 90, 180, 270)<br />
*'''+Burst Rotation Axis:'''<br />
**The axis about which to rotate for the burst rotation pattern. Options are:<br />
***'''START POSITION BEFORE OFFSET''', the beam will be rotated about the start position before the offset or randomness are applied.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''START POSITION AFTER OFFSET''', the beam will be rotated about the final start position after offset and randomness have been applied.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''CENTER''', the beam will be rotated about the center of the target.<br />
*'''Per Burst Rotation:'''<br />
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.<br />
**Syntax: '''''Float''''', degrees.<br />
*'''+Per Burst Rotation Axis:'''<br />
**The axis about which to rotate for the per burst rotation. Options are:<br />
***'''START POSITION BEFORE OFFSET''', the beam will be rotated about the start position before the offset or randomness are applied.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''START POSITION AFTER OFFSET''', the beam will be rotated about the final start position after offset and randomness have been applied.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''CENTER''', the beam will be rotated about the center of the target.<br />
}}<br />
{{Table232|<br />
*'''+Firing Length Effect:'''<br />
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.<br />
*Note that the +Number for the effect used will be ''per kilometer of length''.<br />
*Syntax: '''String''', the particle effect name<br />
}}<br />
{{Table232|<br />
*'''+Paused Length Effect:'''<br />
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.<br />
*Note that the +Number for the effect used will be ''per kilometer of length''.<br />
*Syntax: '''String''', the particle effect name<br />
}}<br />
{{Table212|<br />
*'''+Beam Flags:'''<br />
*Extra flags specific to beams<br />
**'''burst shares random target''', all shots from this beam weapon in the same burst will target the same random point (or slash direction)<br />
**'''track own texture tiling''', the 'U' position of the beam texture, whose speed is set by '''+Translation:''' below, is tracked independently, rather than being shared among all beams like normal.<br />
}}<br />
<br />
*'''$Section:'''<br />
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.<br />
{{Table3610|<br />
:*'''+Index:'''<br />
:**Field used to define with [[Modular Tables]] the beam section which is edited.<br />
:**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.<br />
:**Syntax: '''''Integer''''', index number legal values are from 0 to 5<br />
:*'''+remove'''<br />
:**Removes the set beam section.<br />
:*'''+nocreate'''<br />
:**Does not create new section for the beam}}<br />
<br />
:*'''+Width:'''<br />
:**Width of the section<br />
:**Syntax: '''''Float''''', meters<br />
:*'''+Texture:'''<br />
:**Texture for the section<br />
:**Syntax: '''''String''''', filename<br />
:*'''+RGBA Inner:'''<br />
:**Defines the color and transparency of the center of the section<br />
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}<br />
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255<br />
:***Example: 255 255 255 255<br />
:*'''+RGBA Outer:'''<br />
:**Defines the color and transparency of the edges of the section<br />
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}<br />
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255<br />
:***Example: 150 150 150 10<br />
:*'''+Flicker:'''<br />
:**Defines how much the section flickers<br />
:**Syntax: '''''Float''''', value from 0 to 1<br />
:*'''+Zadd:'''<br />
:**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.)<br />
:**Syntax: '''''Float'''''<br />
{{Table3610|<br />
:*'''+Tile Factor:'''<br />
:**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.<br />
:**Syntax: '''''Float''''', '''''Integer'''''<br />
:*'''+Translation:'''<br />
:**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 "+Tile Factor:" field above.<br />
:**Syntax: '''''Float'''''}}<br />
<br />
===$Pspew:===<br />
{{Table3610|<br />
*Defines a particle spew effect for the given weapon<br />
}}{{Table3613|<br />
*'''+Index:'''<br />
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.<br />
**Syntax: '''''Integer'''''<br />
*'''+Remove'''<br />
**removes spewer at +Index: (requires +index:)<br />
*'''+Type:'''<br />
**type of particle spew<br />
**Syntax: '''''String'', Default, Helix, Sparkler, Ring, or Plume '''<br />
}}{{Table3610|<br />
*'''+Count:'''<br />
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)<br />
**Syntax: '''''Integer'''''<br />
*'''+Time:'''<br />
**Defines the time in milliseconds between next particle(s) spewed<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Vel:'''<br />
**Defines the created particles velocity as percentage of the weapons velocity<br />
**Syntax: '''''Float'''''<br />
*'''+Radius:'''<br />
**Defines the size of the created particles<br />
**Syntax: '''''Float''''', meters<br />
*'''+Life:'''<br />
**Defines how long the particles last.<br />
**Syntax: '''''Float''''', seconds<br />
*'''+Scale:'''<br />
**Defines the particle spread. Small value will make particles group together<br />
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. <br />
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.<br />
**sparklers use this to control how fast particles move away from the spawn point, in any direction<br />
**plumes use this to set the diameter of the disk across which particles are spawned<br />
**Syntax: '''''Float'''''<br />
}}{{Table3613|<br />
*'''+Z Scale:'''<br />
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier<br />
**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.<br />
**Syntax: '''''Float'''''<br />
*'''+Rotation Rate:'''<br />
**used only by helical spews, controls how many rotations per second the helix makes<br />
**Syntax: '''''Float'', may be negative, useful for setting up 2 spews that spin in opposite directions'''<br />
*'''+Offset:'''<br />
**position of effect with regards to the weapon center<br />
**Syntax: '''''Vector'''''<br />
*'''+Initial Velocity:'''<br />
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:<br />
**Syntax: '''''Vector'''''<br />
}}{{Table3610|<br />
*'''+Bitmap:<br />
**Defines the animation used to create the particle spew effect<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Tag:===<br />
*Allowed for secondary weapons<br />
{{Table3610|<br />
*Allowed for primary weapons and secondary weapons}}<br />
<br />
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.<br />
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.<br />
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.<br />
*TAG Level 3 has no effect in retail.<br />
{{Table3610|<br />
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}<br />
<br />
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively<br />
*'''Note''': TAG will not trigger unless the weapon in question has a non-zero damage value.<br />
<br />
===$SSM:===<br />
{{Table3610|<br />
*Defines the weapons SSM index number.<br />
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.<br />
*Syntax: '''''Integer'''''}}<br />
{{Table373|<br />
*Now also accepts SSM strike names.<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$FOF:===<br />
{{Table3610|<br />
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy<br />
*Syntax: '''''Float''''', degrees}}<br />
<br />
====+FOF Spread Rate:====<br />
{{Table37|<br />
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.<br />
*Syntax: ''''''Float'''''', rate}}<br />
<br />
====+FOF Reset Rate:====<br />
{{Table37|<br />
*Rate at which the spread decreases if the weapon isn't firing.<br />
*Syntax: ''''''Float'''''', rate<br />
*This is required if '''+FOF Spread Rate:''' is present}}<br />
<br />
====+Max FOF:====<br />
{{Table37|<br />
*The maximum FOF. After the FOF reaches this value it will not increase any further.<br />
*Syntax: ''''''Float'''''', degrees. Must be greater than or equal to zero.<br />
*This is required if '''+FOF Spread Rate:''' is present}}<br />
<br />
===$Shots:===<br />
{{Table3610|<br />
*Defines the number of shots every time the weapon is fired.<br />
*Works only for primary weapons<br />
*Syntax: '''''Integer''''', number of shots}}<br />
<br />
<br />
===$decal:===<br />
{{Table3610|<br />
*Defines impact decals if they are in use<br />
*'''+texture:'''<br />
**Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures)<br />
**Syntax: '''''String''''', filename<br />
*'''+backface texture:'''<br />
**Defines ???<br />
**Syntax: '''''String''''', filename<br />
*'''+radius:'''<br />
**Defines the size of the impact decals on target<br />
**Syntax: '''''Float''''', meters<br />
*'''+burn time:'''<br />
**Defines the time the '''''-burn''''' texture appears on the target<br />
**Syntax: '''''Integer''''', milliseconds}}<br />
{{Table3613|<br />
*Feature removed - table parsing retained to maintain compatibility}}<br />
<br />
===$Impact decal:===<br />
{{Table190|<br />
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.<br />
**Syntax: '''''String''''', this must match to one of the entries in a [[Decals|decal tbm]].<br />
*'''+Radius:'''<br />
**Syntax: '''''Float''''', Radius of the impact decal; default is 1.0<br />
*'''+Lifetime:'''<br />
**Syntax: Either '''''Eternal''''' or '''''Float''''', lifetime in seconds<br />
}}<br />
{{Table224|<br />
*'''+Use Random Rotation:'''<br />
**Syntax: '''''Boolean''''', Whether or not a random rotation is added to the decal; default is NO<br />
}}<br />
<br />
===$Transparent:===<br />
{{Table3610|<br />
*Defines weapon effect as transparent. Enables optional fields for 'alpha animations'<br />
*'''+Alpha:'''<br />
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option<br />
**Syntax: '''''Float''''', from 0 to 1<br />
*'''+Alpha Min:'''<br />
**Defines the minimum alpha value for alpha cycle option<br />
**Syntax: '''''Float''''', from 0 to 1<br />
*'''+Alpha Cycle:'''<br />
**Defines the change in alpha per frame, between '''Alpha''' and '''Alpha Min''' values<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Hitpoints:===<br />
{{Table3611|<br />
*Defines the amount of hitpoints a weapon has.<br />
*Weapons with '''"bomb"''' flag have 50 hitpoints by default<br />
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.<br />
**Syntax: '''''Integer'''''<br />
}}<br />
<br />
===$Armor Type:===<br />
{{Table3613|<br />
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]<br />
}}<br />
<br />
===$Burst Shots:===<br />
{{Table3611|<br />
*Defines the number of shots in a burst<br />
*Shots in a burst use shorter ( '''$Burst Delay:''' ) delay than usually<br />
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.<br />
**Syntax: '''''Integer'''''}}<br />
<br />
===$Burst Delay:===<br />
{{Table3611|<br />
*Defines the time in milliseconds between the shots in a burst<br />
**Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Burst Flags:===<br />
{{Table3611|<br />
*Defines the flags used to define the burst firing behaviour<br />
**Syntax: ( '''''String''''' '''''String''''' ), list of flags<br />
**Available burst flags:<br />
***'''"fast firing"''', acts as if '''same turret cooldown''' flag would be used between the shots in the burst.<br />
***'''"random length"''', makes AI to fire burst of random length (from 1 to burst shots).}}<br />
{{Table202|'''"resets"''', as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}<br />
<br />
===$Thruster Flame Effect:===<br />
{{Table3611|<br />
*Defines the filename of the effect used on the modeled thruster of the missile<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Thruster Glow Effect:===<br />
{{Table3611|<br />
*Defines the filename of the effect used on the glow type effect of the missile<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Thruster Glow Radius Factor:===<br />
{{Table3611|<br />
*Defines the radius multiplier for the thruster's glow type effect<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Failure Rate:===<br />
{{Table38|<br />
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.<br />
**Syntax: '''''Float''''', 0 - 1<br />
<br />
====+Failure Substitute:====<br />
*Defines the weapon to substitute when the weapon 'fails'.<br />
**Syntax: '''''String''''', Weapon<br />
}}<br />
<br />
<br />
===$On Create:===<br />
{{Table212|<br />
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.<br />
}}<br />
<br />
===$Animations:===<br />
{{Table220|<br />
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.<br />
*See [[Animation.tbl]]<br />
*Syntax: '''''( "String" "String" )''''', names of the animations for this ship, as defined in the Animation.tbl<br />
**Example: ( "wingflap" "docksequence" )<br />
}}<br />
<br />
<br />
===$Substitute:===<br />
{{Table3613|<br />
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'''''.<br />
<br />
*Syntax: '''''Weapon Name'''''<br />
*'''Swarm missiles act in a strange way when used with $Substitute, use at your own risk.'''}}<br />
<br />
{{Table3615|<br />
Turrets can use $Substitute as well.<br />
}}<br />
====+period:====<br />
{{Table3613|<br />
FSO will substitute '''Weapon Name''' every ''period'' shots.<br />
<br />
*Syntax: '''''Positive Integer'''''<br />
*'''You may not define both +period and +index for the same $Substitute entry'''}}<br />
=====+offset:=====<br />
{{Table3613|<br />
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.<br />
<br />
*Syntax: '''''Positive Integer'''''}}<br />
<br />
====+index:====<br />
{{Table3613|<br />
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.'''<br />
<br />
*Syntax: '''''Positive Integer'''''<br />
<br />
*'''You may not define both +period and +index for the same $Substitute entry'''<br />
<br />
*'''Indexes start at 0 for the first weapon'''<br />
<br />
*'''If the first index you specify is higher than 0, it will also be used for the indexes before it.'''<br />
<br />
}}<br />
<br />
===$Custom data:===<br />
{{Table220|<br />
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.<br />
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. <br />
====+Val:====<br />
Specifies a custom data value and its name, in the format <br />
<br />
+Val: Name Value<br />
<br />
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. <br />
<br />
====$end_custom_data====<br />
Mandatory entry to indicate that the Custom Data list has ended. }}<br />
<br />
==Weapons.tbl Flags==<br />
<br />
<br />
==="Electronics"===<br />
*Will seize up the weapons and engines systems of any ship for a short period of time.<br />
<br />
<br />
==="Spawn ''Name'',''Value''"===<br />
*Will spawn the specified number of defined missiles upon detonation.<br />
*The flag will parse without a value, using a default of 10.<br />
{{Table3610|<br />
*Multiple spawn types can be defined for a single 'carrier' weapon up to maximum of 5 different weapons}}<br />
<br />
==="Remote Detonate"===<br />
*Can be triggered remotely via a second press on the trigger<br />
<br />
<br />
==="Big Ship"===<br />
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.<br />
<br />
<br />
==="Huge"===<br />
*Allows this weapon to do the final 10% damage to a ship with the "Big Damage" 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.<br />
<br />
==="Supercap"===<br />
*Allows this weapon to do the final 75% damage to a ship with the "supercap" flag.<br />
<br />
<br />
==="Bomber+"===<br />
*The AI will prefer to use this weapon against bombers<br />
<br />
<br />
==="child"===<br />
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with "Spawn ''Name'',''Value''"<br />
<br />
<br />
==="Bomb"===<br />
*Makes this weapon target-able with the B key and interceptable by AIs<br />
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.<br />
<br />
==="No Dumbfire"===<br />
*Missile will not fire without a lock<br />
<br />
<br />
==="in tech database"===<br />
*Has the weapon in the tech database at the start of the campaign<br />
<br />
<br />
==="Player allowed"===<br />
*Allows this weapon as a player weapon.<br />
{{Table3610|<br />
*'''EXTREMELY IMPORTANT NOTE:'''<br />
**Whenever you plan to use a weapon as a player one in your campaign or missions, '''USE THIS FLAG'''.<br />
**Not using it can cause problems within fs_open and it's a BAD MOD DESIGN.<br />
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it's still a BAD DESIGN.<br />
**As another possible example: be careful to update "retail" tables if you plan to use Shivan weapons in player fighters.}}<br />
<br />
==="Particle Spew"===<br />
*Makes the weapon projectile spew out particles<br />
{{Table3610|<br />
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}<br />
<br />
<br />
==="EMP"===<br />
*This weapon will have an EMP effect on any ship within the blast radius<br />
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]<br />
<br />
<br />
==="Esuck"===<br />
*Drains the target's energy banks<br />
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]<br />
<br />
==="Vampiric"===<br />
{{Table224|<br />
*Heals shooter upon dealing hull damage to target<br />
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}<br />
<br />
==="Flak"===<br />
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]<br />
<br />
<br />
==="Corkscrew"===<br />
*Makes this weapon spiral AND swarm 4.<br />
{{Table3610|<br />
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}<br />
<br />
<br />
==="Shudder"===<br />
*Makes your ship shudder while you're firing the weapon<br />
<br />
<br />
==="lockarm"===<br />
*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.<br />
<br />
<br />
==="beam"===<br />
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]<br />
<br />
<br />
==="stream"===<br />
* Does nothing<br />
<br />
==="puncture"===<br />
*Reduces hull damage by 75%<br />
The AI will prefer these weapons for anti-subsystem use<br />
<br />
==="countermeasure"===<br />
{{Table3610|<br />
*Defines the weapon as a countermeasure}}<br />
<br />
<br />
==="Ballistic"===<br />
{{Table3610|<br />
*Defines the weapon as a ballistic weapon that needs ammunition.<br />
*Make sure you define the size and reload rate for ballistic weapons}}<br />
<br />
<br />
==="pierce shields"===<br />
{{Table3610|<br />
*Causes weapons to penetrate shield without causing damage to it.}}<br />
<br />
<br />
==="no pierce shields"===<br />
{{Table3610|<br />
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}<br />
<br />
<br />
==="local ssm"===<br />
{{Table3610| }}<br />
<br />
<br />
==="tagged only"===<br />
{{Table3610|<br />
*Weapon can only be fired at tagged targets}}<br />
<br />
<br />
==="beam no whack"===<br />
{{Table3610|<br />
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}<br />
<br />
<br />
==="cycle"===<br />
{{Table3610|<br />
*Causes weapon to alternate between firing points}}<br />
<br />
<br />
==="small only"===<br />
{{Table3610|<br />
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}<br />
<br />
==="same turret cooldown"===<br />
{{Table3610|<br />
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}<br />
<br />
<br />
==="apply no light"===<br />
{{Table3610|<br />
*Prevents light from being applied to the weapon model.}}<br />
<br />
==="training"===<br />
{{Table3610|<br />
*Sets weapon to be of training weapon type. ?}}<br />
<br />
==="smart spawn"===<br />
{{Table3611|<br />
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}<br />
<br />
==="inherit parent target"===<br />
{{Table3611|<br />
*Sets spawned 'child' weapons to use parent weapon's target.}}<br />
<br />
==="no emp kill"===<br />
{{Table3611|<br />
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}<br />
<br />
==="untargeted heat seeker"===<br />
{{Table3611|<br />
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}<br />
<br />
==="no radius doubling"===<br />
{{Table3611|<br />
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}<br />
<br />
==="no subsystem homing"===<br />
{{Table3611|<br />
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}<br />
<br />
==="no lifeleft penalty"===<br />
{{Table3611|<br />
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}<br />
<br />
==="can be targeted"===<br />
{{Table3611|<br />
*Allows weapon to be targeted by player. Does not influence AI}}<br />
<br />
==="show on radar"===<br />
{{Table3611|<br />
*Allows weapon to be visible on the radar}}<br />
<br />
==="show friendly on radar"===<br />
{{Table3611|<br />
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}<br />
<br />
==="hide from radar"===<br />
{{Table3614|<br />
*Prevents weapon from being visible on the radar}}<br />
<br />
==="capital+"===<br />
{{Table3613|<br />
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}<br />
<br />
==="chain external model fps"===<br />
{{Table3613|<br />
*Tells game to keep switching external model firingpoints when firing}}<br />
<br />
==="external model launcher"===<br />
{{Table3613|<br />
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}<br />
<br />
==="takes blast damage"===<br />
{{Table3613|<br />
*Weapon takes damage from weapon blasts}}<br />
<br />
==="takes shockwave damage"===<br />
{{Table3613|<br />
*Weapon takes damage from shockwaves}}<br />
<br />
==="ciws"===<br />
{{Table3615|<br />
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the "take blast/shockwave damage" flags.}}<br />
<br />
==="render flak"===<br />
{{Table3615|<br />
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}<br />
<br />
==="anti-subsystem beam"===<br />
{{Table3615|<br />
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}<br />
<br />
==="no primary linking"===<br />
{{Table3615|<br />
*Primary weapons with this flag can not be linked with other weapons.}}<br />
<br />
==="same emp time for capships"===<br />
{{Table37|<br />
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}<br />
<br />
==="no primary linked penalty"===<br />
{{Table371|<br />
*Primary weapons with this flag do not incur the retail linked fire penalty}}<br />
<br />
==="no homing speed ramp"===<br />
{{Table371|<br />
*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.}}<br />
<br />
==="pulls aspect seekers"===<br />
{{Table371|<br />
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.<br />
'''Only valid for countermeasures!'''}}<br />
<br />
==="turret interceptable"===<br />
==="fighter interceptable"===<br />
==="interceptable"===<br />
{{Table371|<br />
*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.<br />
'''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).'''}}<br />
<br />
==="aoe electronics"===<br />
{{Table372|<br />
*Apply electronics effect across the weapon's entire area of effect instead of just on the impacted ship}}<br />
<br />
==="apply recoil"===<br />
{{Table373|<br />
*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.}}<br />
<br />
==="don't spawn if shot"===<br />
{{Table373|<br />
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}<br />
<br />
==="die on lost lock"===<br />
{{Table373|<br />
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND "pulls aspect seekers" or similar is not set. The detonation will use their "dinky" explosion (i.e. same as if ran out of lifetime).}}<br />
<br />
==="no doublefire"===<br />
{{Table202|<br />
*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.}}<br />
<br />
==="no impact spew"===<br />
{{Table202|<br />
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}<br />
<br />
==="require exact los"===<br />
{{Table202|<br />
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}<br />
<br />
==="can damage shooter"===<br />
{{Table212|<br />
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}<br />
<br />
==="heals"===<br />
{{Table214|<br />
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.<br />
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.<br><br />
*Healing will ''always'' carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 'healing' will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.}}<br />
<br />
==="secondary no ammo"===<br />
{{Table220|<br />
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}<br />
<br />
==="no collide"===<br />
{{Table220|<br />
*This weapon will not collide with any other object.}}<br />
<br />
==="multilock target dead subsys"===<br />
{{Table220|<br />
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}<br />
<br />
==="no evasion"===<br />
{{Table220|<br />
*AI will not attempt to evade this weapon when fired at them}}<br />
<br />
==="no_fred"===<br />
{{Table224|<br />
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}<br />
<br />
==="detonate on expiration"===<br />
{{Table232|<br />
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}<br />
<br />
==Countermeasures==<br />
*Usually not altered. Only one can exist<br />
{{Table3610|<br />
*More than one can exist}}<br />
<br />
<br />
===$Name:===<br />
*Name of the countermeasure<br />
*Syntax: '''''String''''', name<br />
<br />
<br />
===$Velocity:===<br />
*Defines the speed of the countermeasure, relative to the ship.<br />
*Syntax: '''''Float''''', meter per second<br />
<br />
===$Fire Wait:===<br />
*Definies the minumum time between the countermeasure launches<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===Lifetime===<br />
*Countermeasure's life time is defined between with minimum and maximum lifetime<br />
*'''$Lifetime Min:'''<br />
**Syntax: '''''Float''''', seconds<br />
*'''$Lifetime Max:'''<br />
**Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$LaunchSnd:===<br />
*Defines the sound for the countermeasure launch<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Model:===<br />
*Defines the used model file (.pof)<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
==Player Weapon Precedence==<br />
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries<br />
*Syntax: ( '''''"String" "String"'''''), names of the weapons<br />
*Example:<br />
<br />
<pre><br />
$Player Weapon Precedence: (<br />
"UD-8 Kayser"<br />
"Prometheus R"<br />
"Subach HL-7"<br />
"Harpoon"<br />
"Tempest"<br />
"Rockeye" )<br />
</pre><br />
<br />
==Sample==<br />
<br />
<pre><br />
#Primary Weapons<br />
<br />
$Name: @Subach HL-7<br />
+Title: XSTR("GTW Subach HL-7", 3243)<br />
+Description:<br />
XSTR( "Standard Issue<br />
Level 3 Hull Damage<br />
Level 2 Shield Damage", 3244)<br />
$end_multi_text<br />
+Tech Title: XSTR("Subach HL-7", 146)<br />
+Tech Anim: Tech_Subach_HL-7<br />
+Tech Description:<br />
XSTR(<br />
"Descriptive text...", -1)<br />
$end_multi_text<br />
$Model File: none<br />
@Laser Bitmap: newglo9<br />
@Laser Glow: 2_laserglow03<br />
@Laser Color: 250, 0, 0<br />
@Laser Color2: 0, 0, 250<br />
@Laser Length: 10.0<br />
@Laser Head Radius: 0.90<br />
@Laser Tail Radius: 0.90<br />
$Mass: 0.2<br />
$Velocity: 450.0<br />
$Fire Wait: 0.2<br />
$Damage: 15<br />
$Armor Factor: 0.9<br />
$Shield Factor: 0.7<br />
$Subsystem Factor: 0.3<br />
$Lifetime: 2.0<br />
$Energy Consumed: 0.20<br />
$Cargo Size: 0.0<br />
$Homing: NO<br />
$LaunchSnd: 76<br />
$ImpactSnd: 85<br />
$Flags: ( "in tech database"<br />
"player allowed"<br />
"stream")<br />
$Icon: iconSD4<br />
$Anim: SD4<br />
$Impact Explosion: none<br />
<br />
#End<br />
<br />
<br />
#Secondary Weapons<br />
<br />
$Name: EMP Adv.<br />
+Title: XSTR("GTM-14 EMP Adv.", 3396)<br />
+Description:<br />
XSTR( "Advanced Missile<br />
Electromagnetic Pulse Weapon<br />
General Purpose Suppression", 3397)<br />
$end_multi_text<br />
+Tech Title: XSTR("GTM-14 EM Pulse Adv.", 3398)<br />
+Tech Anim: Tech_EMP<br />
+Tech Description:<br />
XSTR(<br />
"Descriptive text...", -1)<br />
$end_multi_text<br />
$Model File: EMPulse2.pof<br />
$Mass: 15.0<br />
$Velocity: 275.0<br />
$Fire Wait: 2.0<br />
$Damage: 45<br />
$Blast Force: 20.0<br />
$Inner Radius: 80.0<br />
$Outer Radius: 300.0<br />
$Shockwave Speed: 120.0<br />
$Armor Factor: 1.0<br />
$Shield Factor: 0.8<br />
$Subsystem Factor: 0.5<br />
$Lifetime: 5.0<br />
$Energy Consumed: 0.0<br />
$Cargo Size: 4.0<br />
$Homing: YES<br />
+Type: ASPECT<br />
+Turn Time: 1.0<br />
+Min Lock Time: 2.0<br />
+Lock Pixels/Sec: 70<br />
+Catch-up Pixels/Sec: 100<br />
+Catch-up Penalty: 30<br />
$LaunchSnd: 118<br />
$ImpactSnd: 88<br />
$FlyBySnd: -1<br />
$Rearm Rate: 2.0<br />
$Flags: ( "player allowed"<br />
"EMP")<br />
$Trail:<br />
+Start Width: 0.25<br />
+End Width: 0.75<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.5<br />
+Bitmap: MissileTrail04<br />
$Icon: iconEMPulse<br />
$Anim: ecm<br />
$Impact Explosion: ExpMissileHit1<br />
$Impact Explosion Radius: 10.0<br />
$EMP Intensity: 375.0<br />
$EMP Time: 20.0<br />
<br />
#End<br />
<br />
$Player Weapon Precedence: (<br />
"Subach HL-7"<br />
"EMP Adv." )<br />
</pre><br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=64464Lighting Profiles.tbl2023-02-02T00:57:36Z<p>-Joshua-: </p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance, which gives a more vibrant look. <br />
<br />
The best way to view the differences between all of these is to open the F3 lab. <br />
}}<br />
<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman's terms, this determines what the renderer considers "dark" areas and what it considers "bright" areas. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
There's no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you'll see a lot of bright white spots, as the amount of lights that the tonemapper considers 'too bright to handle' increases. Settings this high means you'll see less full white areas, at the risk of making highlights look a bit dull as they're being compressed in order to fit within the displayable range. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. It differs from shoulder length in that shoulder length 'selects' the areas in which the shoulder should be applied, and shoulder strength determines how strongly it should be applied.<br />
This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laser light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Overall brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to all adjustable light.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cockpit light radius modifier:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all lights, only applied when rendering the player ships cockpit and "show ship" model<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+default: 20<br />
<br />
$Laser Light Radius:<br />
+default: 100<br />
<br />
$Beam Light Radius:<br />
+default: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
<br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=64375Lighting Profiles.tbl2022-12-28T09:47:41Z<p>-Joshua-: /* $PPC Shoulder Strength: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance, which gives a more filmic look. Compared to PPC, darker parts of the image will have more saturated colours, whilst brighter parts of the image will be more desaturated.<br />
<br />
The best way to view the differences between all of these is to open the F3 lab. <br />
}}<br />
<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman's terms, this determines what the renderer considers "dark" areas and what it considers "bright" areas. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
There's no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you'll see a lot of bright white spots, as the amount of lights that the tonemapper considers 'too bright to handle' increases. Settings this high means you'll see less full white areas, at the risk of making highlights look a bit dull as they're being compressed in order to fit within the displayable range. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. It differs from shoulder length in that shoulder length 'selects' the areas in which the shoulder should be applied, and shoulder strength determines how strongly it should be applied.<br />
This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laser light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cockpit light radius modifier:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all lights, only applied when rendering the player ships cockpit and "show ship" model<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+default: 20<br />
<br />
$Laser Light Radius:<br />
+default: 100<br />
<br />
$Beam Light Radius:<br />
+default: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
<br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=64374Lighting Profiles.tbl2022-12-28T09:46:25Z<p>-Joshua-: /* $PPC Shoulder Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance, which gives a more filmic look. Compared to PPC, darker parts of the image will have more saturated colours, whilst brighter parts of the image will be more desaturated.<br />
<br />
The best way to view the differences between all of these is to open the F3 lab. <br />
}}<br />
<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman's terms, this determines what the renderer considers "dark" areas and what it considers "bright" areas. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
There's no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you'll see a lot of bright white spots, as the amount of lights that the tonemapper considers 'too bright to handle' increases. Settings this high means you'll see less full white areas, at the risk of making highlights look a bit dull as they're being compressed in order to fit within the displayable range. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laser light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cockpit light radius modifier:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all lights, only applied when rendering the player ships cockpit and "show ship" model<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+default: 20<br />
<br />
$Laser Light Radius:<br />
+default: 100<br />
<br />
$Beam Light Radius:<br />
+default: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
<br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=64373Lighting Profiles.tbl2022-12-28T09:44:04Z<p>-Joshua-: /* $PPC Toe Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance, which gives a more filmic look. Compared to PPC, darker parts of the image will have more saturated colours, whilst brighter parts of the image will be more desaturated.<br />
<br />
The best way to view the differences between all of these is to open the F3 lab. <br />
}}<br />
<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman's terms, this determines what the renderer considers "dark" areas and what it considers "bright" areas. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
There's no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you get a naturally occuring bloom effect, as the amount of lights that the tonemapper considers 'too bright to handle' increases. Settings this high means that that bloom effect is diminished, at the risk of making highlights look a bit dull as they're being compressed in order to fit within the displayable range.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laser light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cockpit light radius modifier:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all lights, only applied when rendering the player ships cockpit and "show ship" model<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+default: 20<br />
<br />
$Laser Light Radius:<br />
+default: 100<br />
<br />
$Beam Light Radius:<br />
+default: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
<br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=64372Lighting Profiles.tbl2022-12-28T09:42:57Z<p>-Joshua-: /* $Tonemapper: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance, which gives a more filmic look. Compared to PPC, darker parts of the image will have more saturated colours, whilst brighter parts of the image will be more desaturated.<br />
<br />
The best way to view the differences between all of these is to open the F3 lab. <br />
}}<br />
<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman's terms, this determines what the renderer considers "dark" areas and what it considers "bright" areas. You probably want this to be quite low given the darkness of the void.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
There's no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you get a naturally occuring bloom effect, as the amount of lights that the tonemapper considers 'too bright to handle' increases. Settings this high means that that bloom effect is diminished, at the risk of making highlights look a bit dull as they're being compressed in order to fit within the displayable range.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laser light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cockpit light radius modifier:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all lights, only applied when rendering the player ships cockpit and "show ship" model<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+default: 20<br />
<br />
$Laser Light Radius:<br />
+default: 100<br />
<br />
$Beam Light Radius:<br />
+default: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
<br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=64371Lighting Profiles.tbl2022-12-28T09:41:50Z<p>-Joshua-: /* $Tonemapper: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance, which gives a more filmic look. Compared to PPC, darker parts of the image will have more saturated colours, whilst brighter parts of the image will be more desaturated.<br />
}}<br />
<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman's terms, this determines what the renderer considers "dark" areas and what it considers "bright" areas. You probably want this to be quite low given the darkness of the void.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
There's no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you get a naturally occuring bloom effect, as the amount of lights that the tonemapper considers 'too bright to handle' increases. Settings this high means that that bloom effect is diminished, at the risk of making highlights look a bit dull as they're being compressed in order to fit within the displayable range.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laser light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cockpit light radius modifier:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all lights, only applied when rendering the player ships cockpit and "show ship" model<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+default: 20<br />
<br />
$Laser Light Radius:<br />
+default: 100<br />
<br />
$Beam Light Radius:<br />
+default: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
<br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=64370Lighting Profiles.tbl2022-12-28T09:38:51Z<p>-Joshua-: /* $Tonemapper: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance. Compared to PPC, darker parts of the image will have more saturated colours, whilst brighter parts of the image will have its colours turn into white.<br />
}}<br />
<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman's terms, this determines what the renderer considers "dark" areas and what it considers "bright" areas. You probably want this to be quite low given the darkness of the void.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
There's no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you get a naturally occuring bloom effect, as the amount of lights that the tonemapper considers 'too bright to handle' increases. Settings this high means that that bloom effect is diminished, at the risk of making highlights look a bit dull as they're being compressed in order to fit within the displayable range.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laser light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cockpit light radius modifier:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all lights, only applied when rendering the player ships cockpit and "show ship" model<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+default: 20<br />
<br />
$Laser Light Radius:<br />
+default: 100<br />
<br />
$Beam Light Radius:<br />
+default: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
<br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=64369Lighting Profiles.tbl2022-12-28T09:37:58Z<p>-Joshua-: /* $Tonemapper: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance. Compared to regular PPC, darker parts of the image will have more saturated colours, whilst brighter parts of the image will have its colours turn into white.<br />
}}<br />
<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman's terms, this determines what the renderer considers "dark" areas and what it considers "bright" areas. You probably want this to be quite low given the darkness of the void.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
There's no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you get a naturally occuring bloom effect, as the amount of lights that the tonemapper considers 'too bright to handle' increases. Settings this high means that that bloom effect is diminished, at the risk of making highlights look a bit dull as they're being compressed in order to fit within the displayable range.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laser light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cockpit light radius modifier:===<br />
{{Table224|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all lights, only applied when rendering the player ships cockpit and "show ship" model<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+default: 20<br />
<br />
$Laser Light Radius:<br />
+default: 100<br />
<br />
$Beam Light Radius:<br />
+default: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
<br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&diff=64364Ai profiles.tbl2022-12-25T23:09:33Z<p>-Joshua-: /* $any ship with no shields can manage ETS: */</p>
<hr />
<div>{{SCP_table}}<br />
{{TableVersionGit|2020-10-09|465af93dc}}<br />
{{Tables}}<br />
The '''ai_profiles.tbl''' allows the creation and management of different patterns of AI behavior, called profiles. Profiles consist of various statistics and flags that provide some control over AI behavior. All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior. Different missions can specify different profiles.<br />
<br />
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the "FS2 RETAIL" AI profile. It's usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm<br />
<br />
<br />
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:<br />
{{Table3610|<br />
*'''reset last_hit_target_time for player hits'''}}<br />
{{Table372|<br />
*'''fix ramming stationary targets bug'''}}<br />
{{Table202|<br />
*'''huge turret weapons ignore bombs'''<br />
*'''fix linked primary weapon decision bug'''<br />
*'''prevent turrets targeting too distant bombs'''<br />
*'''fix heat seekers homing on stealth ships bug'''<br />
*'''allow vertical dodge'''<br />
*'''fix ai class bug'''<br />
*'''ai guards specific ship in wing'''<br />
*'''fix ai path order bug'''<br />
*'''aspect bomb invulnerability fix'''<br />
*'''use actual primary range'''<br />
*'''any ship with no shields can manage ETS'''}}<br />
{{Table214|<br />
*'''fixed ship-weapon collisions'''}}<br />
{{Table220|<br />
*'''fighterbay arrivals use carrier orientation'''<br />
*'''prevent negative turret ammo'''<br />
*'''fix keep-safe-distance'''}}<br />
{{Table224|<br />
*'''fix good-rearm-time bug'''<br />
*'''no continuous turn on attack'''<br />
*'''remove-goal properly removes play-dead order'''}}<br />
<br />
<br />
==General Format==<br />
'''#AI Profiles'''<br />
<br />
'''$Default Profile:''' ''a profile name''<br />
<br />
''Up to 9 different AI profiles''<br />
<br />
'''#End'''<br />
<br />
<br />
==#AI Profiles==<br />
*Indicates to the parser that this is an ai_profiles table file.<br />
<br />
<br />
===$Default Profile:===<br />
*Defines the profile that each mission will use if no profile is specified in FRED. In addition, this profile will be selected automatically in FRED when you create a new mission. If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.<br />
<br />
<br />
===$Profile Name:===<br />
*The name of the profile, naturally.<br />
<br />
<br />
----<br />
<br />
<br />
The following entries accept '''float list''' of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).<br />
<br />
<br />
===$Player Afterburner Recharge Scale:===<br />
{{Table3610|<br />
*Sets the speed of afterburner recharge<br />
*Syntax: '''Float list'''<br />
**Default: 5, 3, 2, 1.5, 1}}<br />
<br />
<br />
===$Max Beam Friendly Fire Damage:===<br />
{{Table3610|<br />
*Defines the maximum damage inflicted by friendly beam fire<br />
*Syntax: '''Float list'''<br />
**Default: 0, 5, 10, 20, 30}}<br />
<br />
<br />
===$Player Countermeasure Life Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to player launched countermeasure lifetime<br />
*Syntax: '''Float list'''<br />
**Default: 3, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$AI Countermeasure Firing Chance:===<br />
{{Table3610|<br />
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}<br />
<br />
<br />
===$AI In Range Time:===<br />
{{Table3610|<br />
*The delay (in seconds) for the AI to fire its weapons after getting in range.<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 0.75, 0, -1}}<br />
<br />
===$AI Always Links Ammo Weapons:===<br />
{{Table3610|<br />
*AI ships will link ballistic primaries if ammo levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 95, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Ammo Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Ammo Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
===$Primary Ammo Burst Multiplier:===<br />
{{Table3611|<br />
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value < 1 will make for shorter bursts with larger gaps, and a value > 1 will give longer bursts with shorter gaps.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$AI Always Links Energy Weapons:===<br />
{{Table3610|<br />
*AI ships will link energy primaries if energy levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 100, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Energy Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Energy Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
===$Max Missiles Locked on Player:===<br />
{{Table3610|<br />
*Defines the maximum number of missiles allowed to be homing in on a player at any given time<br />
*Note: Single-player only, no restriction in multiplayer<br />
*Note: The alternative spelling "Missles" is also accepted for backwards compatibility reasons.<br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 7, 99}}<br />
<br />
<br />
===$Max Player Attackers:===<br />
{{Table3610|<br />
*Sets the maximum number of ships allowed to be attacking the player at any given time<br />
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. <br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 5, 99}}<br />
<br />
===$Max Incoming Asteroids:===<br />
{{Table3610|<br />
*Sets the maximum number of active (i.e. "thrown") asteroids that can be heading toward a friendly ship at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 5, 7, 10}}<br />
<br />
<br />
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===<br />
{{Table3610|<br />
*Defines the factor applied to damage suffered by the player<br />
*Syntax: '''Float list'''<br />
**Default: 0.25, 0.5, 0.65, 0.85, 1}}<br />
<br />
<br />
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===<br />
{{Table3610|<br />
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the '''$Player Damage Factor:'''<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.4, 0.6, 0.8, 1}}<br />
<br />
<br />
===$Predict Position Delay:===<br />
{{Table3610|<br />
*Sets the time after which the AI will recalculate the position of its target. <br />
*It does not apply to the AI's aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.<br />
*Syntax: '''Float list''', seconds<br />
**Default: 2, 1.5, 1.333, 0.5, 0}}<br />
<br />
===$AI Shield Manage Delay:===<br />
{{Table3610|<br />
*Also '''$AI Shield Manage Delays:'''<br />
*Sets the time in seconds between each instance of an AI ship managing its shields<br />
*Syntax: '''Float list'''<br />
**Default: 5, 4, 2.5, 1.2, 0.1}}<br />
<br />
<br />
===$Friendly AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for friendly ships<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 1.25, 1.1, 1}}<br />
<br />
<br />
===$Hostile AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for hostile ships<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2.5, 1.75, 1.25, 1}}<br />
<br />
<br />
===$Friendly AI Secondary Fire Delay Scale:===<br />
{{Table3614|<br />
*Sets the factor applied to "fire wait" for friendly ships<br />
*Syntax: '''Float list'''<br />
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}<br />
<br />
<br />
===$Hostile AI Secondary Fire Delay Scale:===<br />
{{Table3614|<br />
*Sets the factor applied to "fire wait" for hostile ships<br />
*Syntax: '''Float list'''<br />
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}<br />
<br />
<br />
===$AI Turn Time Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). <br />
*Syntax: '''Float list'''<br />
**Default: 3, 2.2, 1.6, 1.3, 1}}<br />
<br />
<br />
===$Glide Attack Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide attack" move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Circle Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "circle strafe" move when it has the opportunity. Circle strafe means that the ship will attempt "Descent-like" combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target's current velocity.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Glide Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide strafe" move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Random Sidethrust Percent:===<br />
{{Table3611|<br />
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Time Threshold:===<br />
{{Table3611|<br />
*The minimum amount of time required for the AI to detect a "stalemate" situation. If a ship and its target have been within a certain distance of each other (defined by ''$Stalemate Distance Threshold'') for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Distance Threshold:===<br />
{{Table3611|<br />
*The maximum distance that an AI ship must remain from its target for a "stalemate" to occur (see ''$Stalemate Time Threshold''). <br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Player Shield Recharge Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to the speed at which the player's shields recharge<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$Player Weapon Recharge Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to the speed at which the player's weapons recharge<br />
*Syntax: '''Float list'''<br />
**Default: 10, 4, 2.5, 2, 1.5}}<br />
<br />
<br />
===$Max Turret Target Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Max Turret Player Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Percentage Required For Kill Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}<br />
<br />
<br />
===$Percentage Required For Assist Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}<br />
<br />
<br />
===$Percentage Awarded For Capship Assist:===<br />
{{Table3610|<br />
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}<br />
<br />
<br />
===$Repair Penalty:===<br />
{{Table3611|<br />
*The amount to subtract from the player's score if they are repaired by a support ship<br />
*Syntax: '''Integer list'''<br />
**Default: 10, 20, 35, 50, 60}}<br />
<br />
<br />
===$Delay Before Allowing Bombs to Be Shot Down:===<br />
{{Table3611|<br />
*Time after bombs are fired during which the bombs are invulnerable to weapon hits<br />
*Syntax: '''Float list'''<br />
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}<br />
<br />
<br />
===$Chance AI Has to Fire Missiles at Player:===<br />
{{Table3611|<br />
*Chance - expressed in ('''value''' + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 1, 2, 3, 4}}<br />
<br />
<br />
===$Max Aim Update Delay:===<br />
{{Table3611|<br />
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Turret Max Aim Update Delay:===<br />
{{Table3611|<br />
*As $Max Aim Update Delay, but affecting turrets instead<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$Player Autoaim FOV:===<br />
{{Table3613|<br />
*Gives the player autoaim within the specified number of degrees from the target (FOV). <br />
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$Detail Distance Multiplier:===<br />
{{Table3613|<br />
*Affects how the "model detail level" setting in Options switches between LOD levels. <br />
*This number acts as a multiplier on the LOD distances specified in ships.tbl.<br />
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.<br />
*Syntax: '''Float list'''<br />
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}<br />
----<br />
<br />
<br />
The following entries are boolean flags. They can be set to ''YES'' or ''NO'', ''TRUE'' or ''FALSE'', ''OUI'' or ''NON'', ''HIja&prime;'' or ''ghobe&prime;'', etc. The default is ''NO''.<br />
<br />
===$big ships can attack beam turrets on untargeted ships:===<br />
{{Table3610|<br />
*If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.}}<br />
<br />
===$smart primary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new primary weapon selection method}}<br />
<br />
===$smart secondary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}<br />
<br />
===$smart shield management:===<br />
{{Table3610|<br />
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}<br />
<br />
===$smart afterburner management:===<br />
{{Table3610|<br />
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}<br />
<br />
===$free afterburner use:===<br />
{{Table382|<br />
*If set, the AI will use afterburners in more situations.}}<br />
<br />
===$allow rapid secondary dumbfire:===<br />
{{Table3610|<br />
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}<br />
<br />
===$huge turret weapons ignore bombs:===<br />
{{Table3610|<br />
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}<br />
<br />
===$don't insert random turret fire delay:===<br />
{{Table3610|<br />
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}<br />
<br />
===$hack improve non-homing swarm turret fire accuracy:===<br />
{{Table3610|<br />
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret's last fire direction rather than the direction it currently faces<br />
*Also disables swarm weapons ability to fire only on the 'turrets barrel line'.}}<br />
<br />
===$shockwaves damage small ship subsystems:===<br />
{{Table3610|<br />
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}<br />
<br />
===$navigation subsystem governs warpout capability:===<br />
{{Table3610|<br />
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}<br />
<br />
===$check communications for non-player ships:===<br />
{{Table202|<br />
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$ignore lower bound for minimum speed of docked ship:===<br />
{{Table3610|<br />
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).<br />
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships. In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero. In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed. When set, this flag removes the lower bound and restores FS1 behavior.}}<br />
<br />
===$disable linked fire penalty:===<br />
{{Table3610|<br />
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}<br />
<br />
===$disable player secondary doublefire:===<br />
{{Table202|<br />
*If set, players are not allowed to dual-fire their secondaries.}}<br />
<br />
===$disable ai secondary doublefire:===<br />
{{Table202|<br />
*If set, AIs are not allowed to dual-fire their secondaries.}}<br />
<br />
===$disable weapon damage scaling:===<br />
{{Table3610|<br />
*If set, weapons will do the same damage to a ship regardless of "big damage", "supercap", etc. ship types.}}<br />
<br />
===$use additive weapon velocity:===<br />
{{Table3610|<br />
*If set, weapons will inherit their firing ship's velocity. A ship traveling quickly will fire weapons faster than a ship traveling slowly. This also improves the accuracy of weapons fired while gliding.}}<br />
<br />
===$use newtonian dampening:===<br />
{{Table3610|<br />
*Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}<br />
<br />
===$include beams for kills and assists:===<br />
{{Table3610|<br />
*If set, beam damage is counted when calculating kills and assists.}}<br />
<br />
===$score kills based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}<br />
<br />
===$score assists based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}<br />
<br />
===$allow event and goal scoring in multiplayer:===<br />
{{Table3610|<br />
*If set, players (rather than just their team) can gain score from events in multiplayer.}}<br />
<br />
===$fix linked primary weapon decision bug:===<br />
{{Table3610|<br />
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}<br />
<br />
===$fix ramming stationary targets bug:===<br />
{{Table202|<br />
*When set, AI ships will try not to crash into stationary targets. See [http://scp.indiegames.us/mantis/view.php?id&#61;3147 Mantis #3147].<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$prevent turrets targeting too distant bombs:===<br />
{{Table3610|<br />
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}<br />
<br />
===$smart subsystem targeting for turrets:===<br />
{{Table3610|<br />
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}<br />
<br />
===$fix heat seekers homing on stealth ships bug:===<br />
{{Table3610|<br />
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}<br />
<br />
===$multi allow empty primaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without primaries.}}<br />
<br />
===$multi allow empty secondaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without secondaries.}}<br />
<br />
===$allow turrets target weapons freely:===<br />
{{Table3611|<br />
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}<br />
<br />
===$use only single fov for turrets:===<br />
{{Table3611|<br />
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}<br />
<br />
===$allow vertical dodge:===<br />
{{Table3611|<br />
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}<br />
<br />
===$force beam turrets to use normal fov:===<br />
{{Table3611|<br />
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret's FOV}}<br />
<br />
===$fix AI class bug:===<br />
{{Table3611|<br />
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}<br />
<br />
===$turrets ignore targets radius in range checks:===<br />
{{Table3611|<br />
*TBD.}}<br />
<br />
===$no extra collision avoidance vs player:===<br />
{{Table3611|<br />
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}<br />
<br />
===$perform fewer checks for death screams:===<br />
{{Table3614|<br />
*If set, the game will check if the dying ship is a player's wingman, before making it give a death scream.<br />
Prior to revision 9119, this was "$perform less checks for death screams:", but the old version will still parse correctly.}}<br />
<br />
===$advanced turret fov edge checks:===<br />
{{Table3614|<br />
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|"fov edge checks"]].}}<br />
<br />
===$require turrets to have target in fov:===<br />
{{Table3614|<br />
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|"target requires fov"]].}}<br />
<br />
===$all ships manage shields:===<br />
{{Table3613|<br />
*Allows AI to manage shields on big ships}}<br />
<br />
===$ai aims from ship center:===<br />
{{Table3613|<br />
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}<br />
<br />
===$allow primary link at mission start:===<br />
{{Table37|<br />
*Normally, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}<br />
<br />
===$allow beams to damage bombs:===<br />
{{Table3613|<br />
* Default: NO.<br />
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.<br />
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.<br />
}}<br />
<br />
===$disable weapon damage scaling for player:===<br />
{{Table3613|<br />
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the "big damage" flag. Use with caution, as this may severely impact mission balance.}}<br />
<br />
===$countermeasures affect aspect seekers:===<br />
{{Table3613|<br />
*By default, an aspect seeker that's been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM. This flag makes aspect seekers match heatseeker behavior in this regard.}}<br />
<br />
===$ai guards specific ship in wing:===<br />
{{Table3615|<br />
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}<br />
<br />
===$support don't add primaries:===<br />
{{Table382|<br />
*When set, the support ship will not equip a new primary weapon into an empty bank.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$fighterbay arrivals use carrier orientation:===<br />
{{Table220|<br />
*Causes all ships arriving via a ship's fighterbay to attempt to align their right vector with their carrier's right vector as they exit.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$fighterbay departures use carrier orientation:===<br />
{{Table220|<br />
*Causes all ships departing via a ship's fighterbay to attempt to align their right vector with their carrier's right vector as they enter.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$ai path mode:===<br />
{{Table3613|<br />
*Possible options are "normal" and "alt1". The alt1 mode differs from the normal behaviour in the following ways:<br />
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. <br />
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn't even seem to do what you'd expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).<br />
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship's speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.<br />
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]<br />
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.<br />
**5. AI will respect "cap-waypoint-speed" when following paths (such as when docking or departing via bay).}}<br />
<br />
===$default weapon select effect:===<br />
{{Table3613|<br />
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.<br />
*Possible options are "FS1" and "off"}}<br />
{{Table3615|<br />
*This flag has been moved to [[Game_settings.tbl]]}}<br />
<br />
===$default ship select effect:===<br />
{{Table3613|<br />
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.<br />
*Possible options are "FS1" and "off"}}<br />
{{Table3615|<br />
*This flag has been moved to [[Game_settings.tbl]]}}<br />
<br />
===$no warp camera:===<br />
{{Table3615|<br />
*When set, prevents the view from switching to the external camera when the player warps out.<br />
*Note: this flag is deprecated and may get moved to another table without further notice.}}<br />
<br />
===$fix ai path order bug:===<br />
{{Table3615|<br />
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$strict turret-tagged-only targeting:===<br />
{{Table372|<br />
*When set, newer turret-tagged-only behavior will be enabled. See [http://scp.indiegames.us/mantis/view.php?id&#61;3114 Mantis #3114].<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$aspect bomb invulnerability fix:===<br />
{{Table373|<br />
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs. Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$glide decay requires thrust:===<br />
{{Table373|<br />
*When set, gliding ships will maintain their current speed without decay as long as they aren't actively thrusting.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$ai can slow down when attacking big ships:===<br />
{{Table38|<br />
*When set, fighters attacking big ships will slow down depending on how long they've been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it's been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$use actual primary range:===<br />
{{Table382|<br />
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$override radius for subsystem path points:===<br />
{{Table202|<br />
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If '''''$use POF radius for subsystem path points:''''' is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. <br />
*5 by default.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
===$use POF radius for subsystem path points:===<br />
{{Table202|<br />
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5. <br />
*Off by default. If this is set to YES and ''''''$override radius for subsystem path points:''''' is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$bay arrive speed multiplier:===<br />
{{Table373|<br />
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}<br />
}}<br />
<br />
===$bay depart speed multiplier:===<br />
{{Table373|<br />
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}<br />
}}<br />
<br />
===$lead indicator second-order prediction factor:===<br />
{{Table202|<br />
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship's rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.<br />
*This ''will'' make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.<br />
**Syntax: '''''Float''''' (defaults to 0.0)}}<br />
<br />
===$no directional bias for missile and ship turning:===<br />
{{Table202|<br />
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$respect ship axial turnrate differences:===<br />
{{Table202|<br />
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.<br />
*'''''NOTE''''':The AI will '''''NOT''''' take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$any ship with no shields can manage ETS:===<br />
{{Table202|<br />
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$fighters/bombers with no shields can manage ETS:===<br />
{{Table202|<br />
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$better combat collision avoidance for fightercraft:===<br />
{{Table202|<br />
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$firing requires exact los:===<br />
{{Table202|<br />
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target's ship's center.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$improved missile avoidance for fightercraft:===<br />
{{Table212|<br />
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$friendly ships use AI profile countermeasure chance:===<br />
{{Table212|<br />
*Specifies Friendly ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in '''$AI Countermeasure Firing Chance:''' from default AI profile.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$improved subsystem attack pathing:===<br />
{{Table212|<br />
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.<br />
*Notably, this method ''does not'' use the path system. Using this flag, aside from docking and fighter bay paths, ''all other'' paths will be ignored and are no longer necessary.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$fixed ship-weapon collisions:===<br />
{{Table214|<br />
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.<br />
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$AI secondary range awareness:===<br />
{{Table214|<br />
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:<br />
*'RETAIL': The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.<br />
*'AWARE': As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}<br />
<br />
===$no shield damage from ship collisions:===<br />
{{Table214|<br />
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.<br />
*This disables that, and causes all involved ships to only take hull damage.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$turret target recheck time:===<br />
{{Table220|<br />
*Defines the amount of time between target recalculation for turrets.<br />
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.<br />
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.<br />
*Syntax: '''''Float''''', milliseconds<br />
*Default: 2000}}<br />
<br />
===$prevent negative turret ammo:===<br />
{{Table220|<br />
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$fix keep-safe-distance:===<br />
{{Table220|<br />
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$AI ignores aspect lock for leading:===<br />
{{Table222|<br />
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.<br />
*Syntax: '''''Boolean'''''<br />
*Default: on}}<br />
<br />
===$fix good-rearm-time bug:===<br />
{{Table224|<br />
*Causes the "good rearm time" SEXP to correctly expire (revert to being a "bad rearm time") at the end of the specified time.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$no continuous turn on attack:===<br />
{{Table224|<br />
*Prevents fighters from spinning around for a fraction of a second when they arrive.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$remove-goal properly removes play-dead order:===<br />
{{Table224|<br />
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$bay arrivals not time limited:===<br />
{{Table224|<br />
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$use adjusted AI class autoscale:===<br />
{{Table224|<br />
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes. This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
==Sample Entry==<br />
*Retail FS2 behaviour<br />
<br />
<pre><br />
#AI Profiles<br />
<br />
$Default Profile: FS2 RETAIL<br />
<br />
$Profile Name: FS2 RETAIL<br />
<br />
$Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1<br />
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30<br />
$Player Countermeasure Life Scale: 3, 2, 1.5, 1.25, 1<br />
$AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.9, 1.1<br />
$AI In Range Time: 2, 1.4, 0.75, 0, -1<br />
$AI Always Links Ammo Weapons: 95, 80, 60, 40, 20<br />
$AI Maybe Links Ammo Weapons: 90, 60, 40, 20, 10<br />
$Primary Ammo Burst Multiplier: 0, 0, 0, 0, 0<br />
$AI Always Links Energy Weapons: 100, 80, 60, 40, 20<br />
$AI Maybe Links Energy Weapons: 90, 60, 40, 20, 10<br />
$Max Missiles Locked on Player: 2, 3, 4, 7, 99<br />
$Max Player Attackers: 2, 3, 4, 5, 99<br />
$Max Incoming Asteroids: 3, 4, 5, 7, 10<br />
$Player Damage Factor: 0.25, 0.5, 0.65, 0.85, 1<br />
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1<br />
$Predict Position Delay: 2, 1.5, 1.333,0.5, 0<br />
$AI Shield Manage Delay: 5, 4, 2.5, 1.2, 0.1<br />
$Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1<br />
$Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1<br />
$Friendly AI Secondary Fire Delay Scale: 0.4, 0.6, 0.8, 1.0, 1.2<br />
$Hostile AI Secondary Fire Delay Scale: 1.4, 1.2, 1.0, 0.8, 0.6<br />
$AI Turn Time Scale: 3, 2.2, 1.6, 1.3, 1<br />
$Glide Attack Percent: 0, 0, 0, 0, 0<br />
$Circle Strafe Percent: 0, 0, 0, 0, 0<br />
$Glide Strafe Percent: 0, 0, 0, 0, 0<br />
$Random Sidethrust Percent: 0, 0, 0, 0, 0<br />
$Stalemate Time Threshold: 0, 0, 0, 0, 0<br />
$Stalemate Distance Threshold: 0, 0, 0, 0, 0<br />
$Player Shield Recharge Scale: 4, 2, 1.5, 1.25, 1<br />
$Player Weapon Recharge Scale: 10, 4, 2.5, 2, 1.5<br />
$Max Turret Target Ownage: 3, 4, 7, 12, 19<br />
$Max Turret Player Ownage: 3, 4, 7, 12, 19<br />
$Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30<br />
$Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15<br />
$Percentage Awarded For Capship Assist: 0.1, 0.2, 0.35, 0.5, 0.6<br />
$Repair Penalty: 10, 20, 35, 50, 60<br />
$Delay Before Allowing Bombs to Be Shot Down: 1.5, 1.5, 1.5, 1.5, 1.5<br />
$Chance AI Has to Fire Missiles at Player: 0, 1, 2, 3, 4<br />
$Max Aim Update Delay: 0, 0, 0, 0, 0<br />
$Turret Max Aim Update Delay: 0, 0, 0, 0, 0<br />
$Player Autoaim FOV: 0, 0, 0, 0, 0<br />
$Detail Distance Multiplier: 0.125,0.25, 1.0, 4.0, 8.0<br />
<br />
$big ships can attack beam turrets on untargeted ships: NO<br />
$smart primary weapon selection: NO<br />
$smart secondary weapon selection: NO<br />
$smart shield management: NO<br />
$smart afterburner management: NO<br />
$allow rapid secondary dumbfire: NO<br />
$huge turret weapons ignore bombs: NO<br />
$don't insert random turret fire delay: NO<br />
$hack improve non-homing swarm turret fire accuracy: NO<br />
$shockwaves damage small ship subsystems: NO<br />
$navigation subsystem governs warpout capability: NO<br />
$ignore lower bound for minimum speed of docked ship: NO<br />
$disable linked fire penalty: NO<br />
$disable weapon damage scaling: NO<br />
$use additive weapon velocity: NO<br />
$use newtonian dampening: NO<br />
$include beams for kills and assists: NO<br />
$score kills based on damage caused: NO<br />
$score assists based on damage caused: NO<br />
$allow event and goal scoring in multiplayer: NO<br />
$fix linked primary weapon decision bug: NO<br />
$prevent turrets targeting too distant bombs: NO<br />
$smart subsystem targeting for turrets: NO<br />
$fix heat seekers homing on stealth ships bug: NO<br />
$multi allow empty primaries: NO<br />
$multi allow empty secondaries: NO<br />
$allow turrets target weapons freely: NO<br />
$use only single fov for turrets: NO<br />
$allow vertical dodge: NO<br />
$force beam turrets to use normal fov: NO<br />
$fix AI class bug: NO<br />
$turrets ignore targets radius in range checks: NO<br />
$no extra collision avoidance vs player: NO<br />
$perform fewer checks for death screams: NO<br />
$advanced turret fov edge checks: NO<br />
$require turrets to have target in fov: NO<br />
$all ships manage shields: NO<br />
$ai aims from ship center: NO<br />
$allow primary link at mission start: NO<br />
$allow beams to damage bombs: NO<br />
$disable weapon damage scaling for player: NO<br />
$countermeasures affect aspect seekers: NO<br />
$ai path mode: normal<br />
$no warp camera: NO<br />
<br />
#End<br />
</pre><br />
<br />
== References ==<br />
# "[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]", ''Hard Light Productions Forums'', Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Enhanced_sound&diff=64346Enhanced sound2022-12-15T22:29:47Z<p>-Joshua-: </p>
<hr />
<div>{{Note|Enhanced sound requires the [http://kcat.strangesoft.net/openal.html OpenAL Soft] driver. See [[#How to get OpenAL Soft|How to get OpenAL Soft]] below.}}<br />
<br />
<br />
Enhanced sound was merged into master on June 1, 2015, as of Git commit d7f54dd.<br />
<br />
Enhanced sound adds<br />
*Support for 128 audio channels instead of 32<br />
*Support for more control over how the game prioritizes sounds in a mission<br />
<br />
Enhanced sound is enabled by default, but it's disabled if you are not using [https://openal-soft.org/ OpenAL Soft]. See [[#How to get OpenAL Soft|How to get OpenAL Soft]] below.<br />
<br />
You can also manually disable enhanced sound with the "Disable enhanced sound" launcher flag under the "Audio" flags.<br />
<br />
==How to get OpenAL Soft==<br />
===Windows===<br />
#First, you need to get the OpenAL32.dll file. You can download version 1.16.0 [http://www.mediafire.com/download/csdkp5psozmq2b1/OpenAL32.dll here].<br />
#Alternatively, to get OpenAL32.dll from its original source:<br />
##Download from the [http://kcat.strangesoft.net/openal.html#download OpenAL Soft site] the file whose name ends with "-bin.zip", such as openal-soft-1.16.0-bin.zip.<br />
##Open the .zip file and rename soft_oal.dll found in the bin\Win32\ folder to OpenAL32.dll.<br />
#Once you have OpenAL32.dll:<br />
#Copy it to your FreeSpace 2 or TC folder.<br />
#Make sure to put a copy of OpenAL32.dll in both your FreeSpace 2 folder and the root folders of any TCs you have.<br />
<br />
===Linux===<br />
Linux uses OpenAL Soft, so you don't need to do anything.<br />
<br />
However, you may wish to build from source either the most recent stable release from the [http://kcat.strangesoft.net/openal.html#download OpenAL Soft site] or even the latest commit from their Git repository.<br />
<br />
===OS X===<br />
See [http://www.hard-light.net/forums/index.php?topic=89919.0 this thread] for OS X builds that use OpenAL Soft.<br />
<br />
==For modders==<br />
===Overview===<br />
Enhanced sound provides control through two values that you can set through extensions of sounds.tbl:<br />
*'''Priority''': how important the sound is<br />
*'''Limit''': how many instances of the sound can be playing at hte same time<br />
<br />
The engine has hardcoded default priorities and limits, as described [[#More on default prioritiies/limits|below]].<br />
<br />
You can set custom values for priorities limits using a .tbm file extending sounds.tbl. The [[Sounds.tbl]] page has details on how to specify custom [[Sounds.tbl#+Priority:|priorities]] and [[Sounds.tbl#+Limit:|limits]].<br />
<br />
{{Warning|If you create a TC and want to use enhanced sound, then you '''MUST''' set custom priorities/limits for your TC's gameplay sounds. Otherwise the game may sound strange, because the game will use the default values for FS2 retail.}}<br />
<br />
<br />
{{Note|If you create an FS2 mod that adds new gameplay sounds, then it is '''strongly''' recommended that you specify priorities/limits for those sounds.<br />
}}<br />
<br />
<br />
===More on default prioritiies/limits===<br />
The FSO engine has hardcoded default priorities limits for the 192 gameplay sound entries in the FS2 retail sounds.tbl. You can see the current list in the source code's [https://github.com/scp-fs2open/fs2open.github.com/blob/master/code/gamesnd/gamesnd.cpp code\gamesnd\gamesnd.cpp] file.<br />
Look for the line starting with<br />
<pre><br />
static EnhancedSoundData Default_sound_priorities[NUM_RETAIL_GAMEPLAY_SOUNDS] =<br />
</pre><br />
<br />
Sounds outside this range are assigned a generic default priority of Medium-High and limit 1.<br />
<br />
<br />
===Tips on selecting priorities/limits===<br />
<br />
The first answer in [http://gamedev.stackexchange.com/questions/2253/audio-design-and-xaudio2-performance-issues this thread] has some details:<br />
<br />
"The methods to prioritise [sounds] can include :<br />
<br />
"a) Volume - the lowest being the least important.<br />
[''FSO already takes volume into account when deciding whether to replace a currently playing sound.'']<br />
<br />
"b) Priority - a value you set yourself based on the importance of the sound and the likely hood that the user will notice the sound dropping out. Background music, for example, should be set to never be dropped. A random cricket sound for ambience should have low priority.<br />
<br />
"c) Grouping [or ''limit''] - If you have gunshot sounds for example, once they have hit a hard limit (say 15) you would stop adding new gunshot sounds as they wouldn't add to the overall mix.<br />
[''Grouping/limits is also needed to prevent clipping, which is why in FSO, the warp-in sound has a low limit of 2. The super-loud warp-ins were occurring because this limit wasn't being enforced, meaning there was no limit at all.'']"<br />
<br />
[[Category:Modding]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Icons.tbl&diff=64187Icons.tbl2022-11-14T16:25:57Z<p>-Joshua-: /* xxx-ico.tbm Format */</p>
<hr />
<div>{{TableVersion|5230}}<br />
{{Tables}}<br />
The '''icons.tbl''' defines icons used in mission briefings.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ico.tbm.<br />
<br />
==[[Species_defs.tbl#.24Borrows_Briefing_Icons_from:|$Borrows Briefing Icons from:]]==<br />
{{Table212|<br />
While this is not part of the icons table, it is an important aspect of briefing icon assignment. This field in [[species_defs.tbl]] can used to simply and easily define a whole species' briefing icons as simply a copy of another species'. Doing this does not require any other icons.tbl/.tbm modifications. Note that briefing icons assigned in this way <i>cannot</i> be modified by modular tables.}}<br />
<br />
==icons.tbl Format==<br />
*Table begins with '''$Start'''<br />
*Table ends with '''#End'''<br />
*Briefing icons are grouped first per icon type. There is a separate 'entry' for each of the species for every icon type (listed below), in order.<br />
**The order matches the order of the species listed.<br />
{{Table3610|<br />
*Any species added or replaced will have to correspond to the order you have your species listed in [[species_defs.tbl]].}}<br />
{{Table212|<br />
*If any species uses [[Species_defs.tbl#.24Borrows_Briefing_Icons_from:|$Borrows Briefing Icons from:]] they <i>must</i> be omitted and skipped over.}}<br />
<br />
<br />
*Each icons.tbl entry consists of three separate animations, '''regular''', '''fade''', and '''highlight''' animations.<br />
===$Name:===<br />
*Defines the name of the animation used for the particular effect<br />
**Syntax: '''filename'''<br />
<br />
==xxx-ico.tbm Format==<br />
{{Table212|<br />
*This format may also be used with icons.tbl.<br />
*A sample of the retail icons.tbl done in this format is below.<br />
*Table begins with '''#Start'''<br />
*Table ends with '''#End'''<br />
===$Species===<br />
*Specifies the Species whose icons is being modified.<br />
*Syntax: '''String''', Species<br />
====$Icon Type:====<br />
*Specifies the particular Icon type that is being modified<br />
*Syntax: '''String''', Icon type (must match exactly with one of those listed below)<br />
=====$Name:=====<br />
*Defines the names of the animations used for the particular effect<br />
**Like above, <i>must</i> be listed three times for the '''regular''', '''fade''', and '''highlight''' animations. They cannot be modified individually.<br />
**Syntax: '''filename'''<br />
}}<br />
<br />
==Allowed Icon types:==<br />
*Fighter<br />
*Fighter Wing<br />
*Cargo<br />
*Cargo Wing<br />
*Largeship<br />
*Largeship Wing<br />
*Capital<br />
*Planet<br />
*Asteroid Field<br />
*Waypoint<br />
*Support Ship<br />
*Freighter(no cargo)<br />
*Freighter(has cargo)<br />
*Freighter Wing(no cargo)<br />
*Freighter Wing(has cargo)<br />
*Installation<br />
*Bomber<br />
*Bomber Wing<br />
*Cruiser<br />
*Cruiser Wing<br />
*Unknown<br />
*Unknown Wing<br />
*Player Fighter<br />
*Player Fighter Wing<br />
*Player Bomber<br />
*Player Bomber Wing<br />
*Knossos Device<br />
*Transport Wing<br />
*Corvette<br />
*Gas Miner<br />
*Awacs<br />
*Supercap<br />
*Sentry Gun<br />
*Jump Node<br />
*Transport<br />
<br />
==.tbl Format Sample==<br />
<br />
<pre><br />
#Start<br />
<br />
; ICON_FIGHTER<br />
$Name: iconT-fighter ; regular<br />
$Name: FadeiconT-fighter ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconV-fighter ; regular<br />
$Name: FadeiconV-fighter ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconS-fighter ; regular<br />
$Name: FadeiconV-fighter ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
; ICON_FIGHTER_WING<br />
$Name: icont-fightW ; regular<br />
$Name: FadeiconT-FighterW ; fade anim<br />
$Name: iconhighlight02 ; highlight anim<br />
<br />
$Name: iconv-fightW ; regular<br />
$Name: Fadeiconv-FighterW ; fade anim<br />
$Name: iconhighlight02 ; highlight anim<br />
<br />
$Name: icons-fighterW ; regular<br />
$Name: Fadeicons-FighterW ; fade anim<br />
$Name: iconhighlight02 ; highlight anim<br />
<br />
; ICON_CARGO<br />
$Name: icont-cargo ; regular<br />
$Name: FadeiconT-Cargo ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconv-cargo ; regular<br />
$Name: Fadeiconv-Cargo ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: icons-cargo ; regular<br />
$Name: Fadeicons-Cargo ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
; ICON_CARGO_WING<br />
$Name: icont-cargoW ; regular<br />
$Name: FadeiconT-CargoW ; fade anim<br />
$Name: iconhighlight02 ; highlight anim<br />
<br />
$Name: iconv-cargoW ; regular<br />
$Name: Fadeiconv-CargoW ; fade anim<br />
$Name: iconhighlight02 ; highlight anim<br />
<br />
$Name: icons-cargoW ; regular<br />
$Name: Fadeicons-CargoW ; fade anim<br />
$Name: iconhighlight02 ; highlight anim<br />
<br />
; ICON_LARGESHIP<br />
$Name: icont-cruiser ; regular<br />
$Name: FadeiconT-cruiser ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
$Name: iconv-cruiser ; regular<br />
$Name: Fadeiconv-cruiser ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
$Name: icons-cruiser ; regular<br />
$Name: Fadeicons-cruiser ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
; ICON_LARGESHIP_WING<br />
$Name: icont-cruiserW ; regular<br />
$Name: FadeiconT-cruiser ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconv-cruiserW ; regular<br />
$Name: Fadeiconv-cruiserW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: icons-cruiserW ; regular<br />
$Name: Fadeicons-cruiserW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
; ICON_CAPITAL<br />
$Name: icont-cap ; regular<br />
$Name: Fadeicont-Cap ; fade anim<br />
$Name: iconhighlight06 ; highlight anim<br />
<br />
$Name: iconv-cap ; regular<br />
$Name: Fadeiconv-Cap ; fade anim<br />
$Name: iconhighlight06 ; highlight anim<br />
<br />
$Name: icons-cap ; regular<br />
$Name: Fadeicons-Cap ; fade anim<br />
$Name: iconhighlight06 ; highlight anim<br />
<br />
; ICON_PLANET<br />
$Name: iconplanet ; regular<br />
$Name: FadeiconPlanet ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconplanet ; regular<br />
$Name: FadeiconPlanet ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconplanet ; regular<br />
$Name: FadeiconPlanet ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
; ICON_ASTEROID_FIELD<br />
$Name: iconasteroid ; regular<br />
$Name: FadeiconAsteroid ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconasteroid ; regular<br />
$Name: FadeiconAsteroid ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconasteroid ; regular<br />
$Name: FadeiconAsteroid ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
; ICON_WAYPOINT<br />
$Name: iconnavbuoy ; regular<br />
$Name: Fadeiconnavbuoy ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconnavbuoy ; regular<br />
$Name: Fadeiconnavbuoy ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconnavbuoy ; regular<br />
$Name: Fadeiconnavbuoy ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
; ICON_SUPPORT_SHIP<br />
$Name: iconT-support ; regular<br />
$Name: FadeT-Support ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconV-support ; regular<br />
$Name: FadeV-Support ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconT-support ; regular<br />
$Name: FadeT-Support ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
; ICON_FREIGHTER_NO_CARGO<br />
$Name: icont-freight ; regular<br />
$Name: Fadeicont-Freighter ; fade anim<br />
$Name: iconhighlight01 ; highlight anim<br />
<br />
$Name: iconv-freight ; regular<br />
$Name: Fadeiconv-Freighter ; fade anim<br />
$Name: iconhighlight01 ; highlight anim<br />
<br />
$Name: icons-freight ; regular<br />
$Name: Fadeicons-Freighter ; fade anim<br />
$Name: iconhighlight01 ; highlight anim<br />
<br />
; ICON_FREIGHTER_WITH_CARGO<br />
$Name: icont-freightc ; regular<br />
$Name: Fadeicont-FreighterC ; fade anim<br />
$Name: iconhighlight01 ; highlight anim<br />
<br />
$Name: iconv-freightc ; regular<br />
$Name: Fadeiconv-FreighterC ; fade anim<br />
$Name: iconhighlight01 ; highlight anim<br />
<br />
$Name: icons-freightc ; regular<br />
$Name: Fadeicons-FreighterC ; fade anim<br />
$Name: iconhighlight01 ; highlight anim<br />
<br />
; ICON_FREIGHTER_WING_NO_CARGO<br />
$Name: icont-freighterw ; regular<br />
$Name: Fadeicont-FreighterW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconv-freighterw ; regular<br />
$Name: Fadeiconv-FreighterW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: icons-freighterw ; regular<br />
$Name: Fadeicons-FreighterW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
; ICON_FREIGHTER_WING_WITH_CARGO<br />
$Name: icont-freightercw ; regular<br />
$Name: Fadeicont-FreighterCW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconv-freightercw ; regular<br />
$Name: Fadeiconv-FreighterCW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: icons-freighterwc ; regular<br />
$Name: Fadeicons-FreighterCW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
; ICON_INSTALLATION<br />
$Name: iconInstall ; regular<br />
$Name: FadeiconInstall ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconInstall ; regular<br />
$Name: FadeiconInstall ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconInstall ; regular<br />
$Name: FadeiconInstall ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
; ICON_BOMBER<br />
$Name: icont-bomber ; regular<br />
$Name: Fadeicont-Bomber ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
$Name: iconv-bomber ; regular<br />
$Name: Fadeiconv-Bomber ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
$Name: icons-bomber ; regular<br />
$Name: Fadeicons-Bomber ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
; ICON_BOMBER_WING<br />
$Name: icont-bomberW ; regular<br />
$Name: Fadeicont-BomberW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconv-bomberW ; regular<br />
$Name: Fadeiconv-BomberW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: icons-bomberW ; regular<br />
$Name: Fadeicons-BomberW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
; ICON_CRUISER<br />
$Name: icont-cruiser ; regular<br />
$Name: FadeiconT-cruiser ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
$Name: iconv-cruiser ; regular<br />
$Name: Fadeiconv-cruiser ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
$Name: icons-cruiser ; regular<br />
$Name: Fadeicons-cruiser ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
; ICON_CRUISER_WING<br />
$Name: icont-cruiserW ; regular<br />
$Name: FadeiconT-cruiser ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconv-cruiserW ; regular<br />
$Name: Fadeiconv-cruiserW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: icons-cruiserW ; regular<br />
$Name: Fadeicons-cruiserW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
; ICON_UNKNOWN<br />
$Name: iconunknown ; regular<br />
$Name: FadeUnknown ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconunknown ; regular<br />
$Name: FadeUnknown ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconunknown ; regular<br />
$Name: FadeUnknown ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
; ICON_UNKNOWN_WING<br />
$Name: iconunknown ; regular<br />
$Name: FadeUnknown ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconunknown ; regular<br />
$Name: FadeUnknown ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconunknown ; regular<br />
$Name: FadeUnknown ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
; ICON_FIGHTER_PLAYER<br />
$Name: iconT-fighter ; regular<br />
$Name: FadeiconT-fighter ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconV-fighter ; regular<br />
$Name: FadeiconV-fighter ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconS-fighter ; regular<br />
$Name: FadeiconV-fighter ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
; ICON_FIGHTERW_PLAYER<br />
$Name: icont-fightW ; regular<br />
$Name: FadeiconT-FighterW ; fade anim<br />
$Name: iconhighlight02 ; highlight anim<br />
<br />
$Name: iconv-fightW ; regular<br />
$Name: Fadeiconv-FighterW ; fade anim<br />
$Name: iconhighlight02 ; highlight anim<br />
<br />
$Name: icons-fighterW ; regular<br />
$Name: Fadeicons-FighterW ; fade anim<br />
$Name: iconhighlight02 ; highlight anim<br />
<br />
; ICON_BOMBER_PLAYER<br />
$Name: icont-bomber ; regular<br />
$Name: Fadeicont-Bomber ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
$Name: iconv-bomber ; regular<br />
$Name: Fadeiconv-Bomber ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
$Name: icons-bomber ; regular<br />
$Name: Fadeicons-Bomber ; fade anim<br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
; ICON_BOMBERW_PLAYER<br />
$Name: icont-bomberW ; regular<br />
$Name: Fadeicont-BomberW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconv-bomberW ; regular<br />
$Name: Fadeiconv-BomberW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: icons-bomberW ; regular<br />
$Name: Fadeicons-BomberW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
; ICON_KNOSSOS_DEVICE<br />
$Name: icont-node ; regular<br />
$Name: Fadeicont-node ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: icont-node ; regular<br />
$Name: Fadeicont-node ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: icont-node ; regular<br />
$Name: Fadeicont-node ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
; ICON_TRANSPORT_WING<br />
$Name: iconT-transportW ; regular<br />
$Name: fadeicont-transportW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconT-transportW ; regular<br />
$Name: fadeiconT-transportW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconS-transportW ; regular<br />
$Name: fadeiconS-transportW ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
; ICON_CORVETTE<br />
$Name: iconT-vette ; regular<br />
$Name: fadeiconT-vette ; fade anim<br />
$Name: iconhighlight06 ; highlight anim<br />
<br />
$Name: iconV-vette ; regular<br />
$Name: fadeiconV-vette ; fade anim<br />
$Name: iconhighlight06 ; highlight anim<br />
<br />
$Name: iconS-vette ; regular<br />
$Name: fadeiconS-vette ; fade anim<br />
$Name: iconhighlight06 ; highlight anim<br />
<br />
; ICON_GAS_MINER<br />
$Name: iconT-gas ; regular<br />
$Name: fadeiconT-gas ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconV-gas ; regular<br />
$Name: fadeiconV-gas ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconS-gas ; regular<br />
$Name: fadeiconS-gas ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
; ICON_AWACS<br />
$Name: iconT-AWAC ; regular<br />
$Name: fadeiconT-AWAC ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconV-AWAC ; regular<br />
$Name: fadeiconV-AWAC ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
$Name: iconT-AWAC ; regular<br />
$Name: fadeiconT-AWAC ; fade anim<br />
$Name: iconhighlight05 ; highlight anim<br />
<br />
; ICON_SUPERCAP<br />
$Name: iconT-super ; regular<br />
$Name: fadeiconT-super ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconT-super ; regular<br />
$Name: fadeiconT-super ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
$Name: iconS-super ; regular<br />
$Name: fadeiconS-super ; fade anim<br />
$Name: iconhighlight03 ; highlight anim<br />
<br />
; ICON_SENTRYGUN<br />
$Name: iconT-gun ; regular<br />
$Name: fadeiconT-gun ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconV-gun ; regular<br />
$Name: fadeiconV-gun ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconS-gun ; regular<br />
$Name: fadeiconS-gun ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
; ICON_JUMP_NODE<br />
$Name: iconnode ; regular<br />
$Name: Fadeiconnode ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconnode ; regular<br />
$Name: Fadeiconnode ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
$Name: iconnode ; regular<br />
$Name: Fadeiconnode ; fade anim<br />
$Name: iconhighlight04 ; highlight anim<br />
<br />
; ICON_TRANSPORT<br />
$Name: iconT-transport ; regular<br />
$Name: fadeIconT-transport ; fade anim <br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
$Name: iconT-transport ; regular<br />
$Name: fadeIconT-transport ; fade anim <br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
$Name: iconS-transport ; regular<br />
$Name: fadeIconS-transport ; fade anim <br />
$Name: iconhighlight07 ; highlight anim<br />
<br />
<br />
#End<br />
</pre><br />
<br />
==.tbm Format Sample==<br />
<br />
<pre><br />
#Start<br />
<br />
$Species: Terran<br />
<br />
$Icon Type: Fighter<br />
$Name: iconT-fighter <br />
$Name: FadeiconT-fighter <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Fighter Wing<br />
$Name: icont-fightW <br />
$Name: FadeiconT-FighterW <br />
$Name: iconhighlight02 <br />
<br />
$Icon Type: Cargo<br />
$Name: icont-cargo <br />
$Name: FadeiconT-Cargo <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Cargo Wing<br />
$Name: icont-cargoW <br />
$Name: FadeiconT-CargoW <br />
$Name: iconhighlight02 <br />
<br />
$Icon Type: Largeship<br />
$Name: icont-cruiser <br />
$Name: FadeiconT-cruiser <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Largeship Wing<br />
$Name: icont-cruiserW <br />
$Name: FadeiconT-cruiser <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Capital<br />
$Name: icont-cap <br />
$Name: Fadeicont-Cap <br />
$Name: iconhighlight06 <br />
<br />
$Icon Type: Planet<br />
$Name: iconplanet <br />
$Name: FadeiconPlanet <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Asteroid Field<br />
$Name: iconasteroid <br />
$Name: FadeiconAsteroid <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Waypoint<br />
$Name: iconnavbuoy <br />
$Name: Fadeiconnavbuoy <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Support Ship<br />
$Name: iconT-support <br />
$Name: FadeT-Support <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Freighter(no cargo)<br />
$Name: icont-freight <br />
$Name: Fadeicont-Freighter <br />
$Name: iconhighlight01 <br />
<br />
$Icon Type: Freighter(has cargo)<br />
$Name: icont-freightc <br />
$Name: Fadeicont-FreighterC <br />
$Name: iconhighlight01 <br />
<br />
$Icon Type: Freighter Wing(no cargo)<br />
$Name: icont-freighterw <br />
$Name: Fadeicont-FreighterW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Freighter Wing(has cargo)<br />
$Name: icont-freightercw <br />
$Name: Fadeicont-FreighterCW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Installation<br />
$Name: iconInstall <br />
$Name: FadeiconInstall <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Bomber<br />
$Name: icont-bomber <br />
$Name: Fadeicont-Bomber <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Bomber Wing<br />
$Name: icont-bomberW <br />
$Name: Fadeicont-BomberW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Cruiser<br />
$Name: icont-cruiser <br />
$Name: FadeiconT-cruiser <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Cruiser Wing<br />
$Name: icont-cruiserW <br />
$Name: FadeiconT-cruiser <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Unknown<br />
$Name: iconunknown <br />
$Name: FadeUnknown <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Unknown Wing<br />
$Name: iconunknown <br />
$Name: FadeUnknown <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Player Fighter<br />
$Name: iconT-fighter <br />
$Name: FadeiconT-fighter <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Player Fighter Wing<br />
$Name: icont-fightW <br />
$Name: FadeiconT-FighterW <br />
$Name: iconhighlight02 <br />
<br />
$Icon Type: Player Bomber<br />
$Name: icont-bomber <br />
$Name: Fadeicont-Bomber <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Player Bomber Wing<br />
$Name: icont-bomberW <br />
$Name: Fadeicont-BomberW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Knossos Device<br />
$Name: icont-node <br />
$Name: Fadeicont-node <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Transport Wing<br />
$Name: iconT-transportW <br />
$Name: fadeicont-transportW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Corvette<br />
$Name: iconT-vette <br />
$Name: fadeiconT-vette <br />
$Name: iconhighlight06 <br />
<br />
$Icon Type: Gas Miner<br />
$Name: iconT-gas <br />
$Name: fadeiconT-gas <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Awacs<br />
$Name: iconT-AWAC <br />
$Name: fadeiconT-AWAC <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Supercap<br />
$Name: iconT-super <br />
$Name: fadeiconT-super <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Sentry Gun<br />
$Name: iconT-gun <br />
$Name: fadeiconT-gun <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Jump Node<br />
$Name: iconnode <br />
$Name: Fadeiconnode <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Transport<br />
$Name: iconT-transport <br />
$Name: fadeIconT-transport <br />
$Name: iconhighlight07 <br />
<br />
<br />
<br />
$Species: Vasudan<br />
<br />
$Icon Type: Fighter<br />
$Name: iconV-fighter <br />
$Name: FadeiconV-fighter <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Fighter Wing<br />
$Name: iconv-fightW <br />
$Name: Fadeiconv-FighterW <br />
$Name: iconhighlight02 <br />
<br />
$Icon Type: Cargo<br />
$Name: iconv-cargo <br />
$Name: Fadeiconv-Cargo <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Cargo Wing<br />
$Name: iconv-cargoW <br />
$Name: Fadeiconv-CargoW <br />
$Name: iconhighlight02 <br />
<br />
$Icon Type: Largeship<br />
$Name: iconv-cruiser <br />
$Name: Fadeiconv-cruiser <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Largeship Wing<br />
$Name: iconv-cruiserW <br />
$Name: Fadeiconv-cruiserW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Capital<br />
$Name: iconv-cap <br />
$Name: Fadeiconv-Cap <br />
$Name: iconhighlight06 <br />
<br />
$Icon Type: Planet<br />
$Name: iconplanet <br />
$Name: FadeiconPlanet <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Asteroid Field<br />
$Name: iconasteroid <br />
$Name: FadeiconAsteroid <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Waypoint<br />
$Name: iconnavbuoy <br />
$Name: Fadeiconnavbuoy <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Support Ship<br />
$Name: iconV-support <br />
$Name: FadeV-Support <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Freighter(no cargo)<br />
$Name: iconv-freight <br />
$Name: Fadeiconv-Freighter <br />
$Name: iconhighlight01 <br />
<br />
$Icon Type: Freighter(has cargo)<br />
$Name: iconv-freightc <br />
$Name: Fadeiconv-FreighterC <br />
$Name: iconhighlight01 <br />
<br />
$Icon Type: Freighter Wing(no cargo)<br />
$Name: iconv-freighterw <br />
$Name: Fadeiconv-FreighterW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Freighter Wing(has cargo)<br />
$Name: iconv-freightercw <br />
$Name: Fadeiconv-FreighterCW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Installation<br />
$Name: iconInstall <br />
$Name: FadeiconInstall <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Bomber<br />
$Name: iconv-bomber <br />
$Name: Fadeiconv-Bomber <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Bomber Wing<br />
$Name: iconv-bomberW <br />
$Name: Fadeiconv-BomberW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Cruiser<br />
$Name: iconv-cruiser <br />
$Name: Fadeiconv-cruiser <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Cruiser Wing<br />
$Name: iconv-cruiserW <br />
$Name: Fadeiconv-cruiserW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Unknown<br />
$Name: iconunknown <br />
$Name: FadeUnknown <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Unknown Wing<br />
$Name: iconunknown <br />
$Name: FadeUnknown <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Player Fighter<br />
$Name: iconV-fighter <br />
$Name: FadeiconV-fighter <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Player Fighter Wing<br />
$Name: iconv-fightW <br />
$Name: Fadeiconv-FighterW <br />
$Name: iconhighlight02 <br />
<br />
$Icon Type: Player Bomber<br />
$Name: iconv-bomber <br />
$Name: Fadeiconv-Bomber <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Player Bomber Wing<br />
$Name: iconv-bomberW <br />
$Name: Fadeiconv-BomberW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Knossos Device<br />
$Name: icont-node <br />
$Name: Fadeicont-node <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Transport Wing<br />
$Name: iconT-transportW <br />
$Name: fadeiconT-transportW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Corvette<br />
$Name: iconV-vette <br />
$Name: fadeiconV-vette <br />
$Name: iconhighlight06 <br />
<br />
$Icon Type: Gas Miner<br />
$Name: iconV-gas <br />
$Name: fadeiconV-gas <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Awacs<br />
$Name: iconV-AWAC <br />
$Name: fadeiconV-AWAC <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Supercap<br />
$Name: iconT-super <br />
$Name: fadeiconT-super <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Sentry Gun<br />
$Name: iconV-gun <br />
$Name: fadeiconV-gun <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Jump Node<br />
$Name: iconnode <br />
$Name: Fadeiconnode <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Transport<br />
$Name: iconT-transport <br />
$Name: fadeIconT-transport <br />
$Name: iconhighlight07 <br />
<br />
<br />
<br />
$Species: Shivan<br />
<br />
$Icon Type: Fighter<br />
$Name: iconS-fighter <br />
$Name: FadeiconV-fighter <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Fighter Wing<br />
$Name: icons-fighterW <br />
$Name: Fadeicons-FighterW <br />
$Name: iconhighlight02 <br />
<br />
$Icon Type: Cargo<br />
$Name: icons-cargo <br />
$Name: Fadeicons-Cargo <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Cargo Wing<br />
$Name: icons-cargoW <br />
$Name: Fadeicons-CargoW <br />
$Name: iconhighlight02 <br />
<br />
$Icon Type: Largeship<br />
$Name: icons-cruiser <br />
$Name: Fadeicons-cruiser <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Largeship Wing<br />
$Name: icons-cruiserW <br />
$Name: Fadeicons-cruiserW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Capital<br />
$Name: icons-cap <br />
$Name: Fadeicons-Cap <br />
$Name: iconhighlight06 <br />
<br />
$Icon Type: Planet<br />
$Name: iconplanet <br />
$Name: FadeiconPlanet <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Asteroid Field<br />
$Name: iconasteroid <br />
$Name: FadeiconAsteroid <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Waypoint<br />
$Name: iconnavbuoy <br />
$Name: Fadeiconnavbuoy <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Support Ship<br />
$Name: iconT-support <br />
$Name: FadeT-Support <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Freighter(no cargo)<br />
$Name: icons-freight <br />
$Name: Fadeicons-Freighter <br />
$Name: iconhighlight01 <br />
<br />
$Icon Type: Freighter(has cargo)<br />
$Name: icons-freightc <br />
$Name: Fadeicons-FreighterC <br />
$Name: iconhighlight01 <br />
<br />
$Icon Type: Freighter Wing(no cargo)<br />
$Name: icons-freighterw <br />
$Name: Fadeicons-FreighterW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Freighter Wing(has cargo)<br />
$Name: icons-freighterwc <br />
$Name: Fadeicons-FreighterCW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Installation<br />
$Name: iconInstall <br />
$Name: FadeiconInstall <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Bomber<br />
$Name: icons-bomber <br />
$Name: Fadeicons-Bomber <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Bomber Wing<br />
$Name: icons-bomberW <br />
$Name: Fadeicons-BomberW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Cruiser<br />
$Name: icons-cruiser <br />
$Name: Fadeicons-cruiser <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Cruiser Wing<br />
$Name: icons-cruiserW <br />
$Name: Fadeicons-cruiserW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Unknown<br />
$Name: iconunknown <br />
$Name: FadeUnknown <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Unknown Wing<br />
$Name: iconunknown <br />
$Name: FadeUnknown <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Player Fighter<br />
$Name: iconS-fighter <br />
$Name: FadeiconV-fighter <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Player Fighter Wing<br />
$Name: icons-fighterW <br />
$Name: Fadeicons-FighterW <br />
$Name: iconhighlight02 <br />
<br />
$Icon Type: Player Bomber<br />
$Name: icons-bomber <br />
$Name: Fadeicons-Bomber <br />
$Name: iconhighlight07 <br />
<br />
$Icon Type: Player Bomber Wing<br />
$Name: icons-bomberW <br />
$Name: Fadeicons-BomberW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Knossos Device<br />
$Name: icont-node <br />
$Name: Fadeicont-node <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Transport Wing<br />
$Name: iconS-transportW <br />
$Name: fadeiconS-transportW <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Corvette<br />
$Name: iconS-vette <br />
$Name: fadeiconS-vette <br />
$Name: iconhighlight06 <br />
<br />
$Icon Type: Gas Miner<br />
$Name: iconS-gas <br />
$Name: fadeiconS-gas <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Awacs<br />
$Name: iconT-AWAC <br />
$Name: fadeiconT-AWAC <br />
$Name: iconhighlight05 <br />
<br />
$Icon Type: Supercap<br />
$Name: iconS-super <br />
$Name: fadeiconS-super <br />
$Name: iconhighlight03 <br />
<br />
$Icon Type: Sentry Gun<br />
$Name: iconS-gun <br />
$Name: fadeiconS-gun <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Jump Node<br />
$Name: iconnode <br />
$Name: Fadeiconnode <br />
$Name: iconhighlight04 <br />
<br />
$Icon Type: Transport<br />
$Name: iconS-transport <br />
$Name: fadeIconS-transport <br />
$Name: iconhighlight07 <br />
<br />
#End<br />
</pre><br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Enhanced_sound&diff=63886Enhanced sound2022-08-02T10:16:10Z<p>-Joshua-: /* Tips on selecting priorities/limits */</p>
<hr />
<div>{{Note|Enhanced sound requires the [http://kcat.strangesoft.net/openal.html OpenAL Soft] driver. See [[#How to get OpenAL Soft|How to get OpenAL Soft]] below.}}<br />
<br />
<br />
Enhanced sound was merged into master on June 1, 2015, as of Git commit d7f54dd.<br />
<br />
Enhanced sound adds<br />
*Support for 128 audio channels instead of 32<br />
*Support for more control over how the game prioritizes sounds in a mission<br />
<br />
Enhanced sound is enabled by default, but it's disabled if you are not using [http://kcat.strangesoft.net/openal.html OpenAL Soft]. See [[#How to get OpenAL Soft|How to get OpenAL Soft]] below.<br />
<br />
You can also manually disable enhanced sound with the "Disable enhanced sound" launcher flag under the "Audio" flags.<br />
<br />
==How to get OpenAL Soft==<br />
===Windows===<br />
#First, you need to get the OpenAL32.dll file. You can download version 1.16.0 [http://www.mediafire.com/download/csdkp5psozmq2b1/OpenAL32.dll here].<br />
#Alternatively, to get OpenAL32.dll from its original source:<br />
##Download from the [http://kcat.strangesoft.net/openal.html#download OpenAL Soft site] the file whose name ends with "-bin.zip", such as openal-soft-1.16.0-bin.zip.<br />
##Open the .zip file and rename soft_oal.dll found in the bin\Win32\ folder to OpenAL32.dll.<br />
#Once you have OpenAL32.dll:<br />
#Copy it to your FreeSpace 2 or TC folder.<br />
#Make sure to put a copy of OpenAL32.dll in both your FreeSpace 2 folder and the root folders of any TCs you have.<br />
<br />
===Linux===<br />
Linux uses OpenAL Soft, so you don't need to do anything.<br />
<br />
However, you may wish to build from source either the most recent stable release from the [http://kcat.strangesoft.net/openal.html#download OpenAL Soft site] or even the latest commit from their Git repository.<br />
<br />
===OS X===<br />
See [http://www.hard-light.net/forums/index.php?topic=89919.0 this thread] for OS X builds that use OpenAL Soft.<br />
<br />
==For modders==<br />
===Overview===<br />
Enhanced sound provides control through two values that you can set through extensions of sounds.tbl:<br />
*'''Priority''': how important the sound is<br />
*'''Limit''': how many instances of the sound can be playing at hte same time<br />
<br />
The engine has hardcoded default priorities and limits, as described [[#More on default prioritiies/limits|below]].<br />
<br />
You can set custom values for priorities limits using a .tbm file extending sounds.tbl. The [[Sounds.tbl]] page has details on how to specify custom [[Sounds.tbl#+Priority:|priorities]] and [[Sounds.tbl#+Limit:|limits]].<br />
<br />
{{Warning|If you create a TC and want to use enhanced sound, then you '''MUST''' set custom priorities/limits for your TC's gameplay sounds. Otherwise the game may sound strange, because the game will use the default values for FS2 retail.}}<br />
<br />
<br />
{{Note|If you create an FS2 mod that adds new gameplay sounds, then it is '''strongly''' recommended that you specify priorities/limits for those sounds.<br />
}}<br />
<br />
<br />
===More on default prioritiies/limits===<br />
The FSO engine has hardcoded default priorities limits for the 192 gameplay sound entries in the FS2 retail sounds.tbl. You can see the current list in the source code's [https://github.com/scp-fs2open/fs2open.github.com/blob/master/code/gamesnd/gamesnd.cpp code\gamesnd\gamesnd.cpp] file.<br />
Look for the line starting with<br />
<pre><br />
static EnhancedSoundData Default_sound_priorities[NUM_RETAIL_GAMEPLAY_SOUNDS] =<br />
</pre><br />
<br />
Sounds outside this range are assigned a generic default priority of Medium-High and limit 1.<br />
<br />
<br />
===Tips on selecting priorities/limits===<br />
<br />
The first answer in [http://gamedev.stackexchange.com/questions/2253/audio-design-and-xaudio2-performance-issues this thread] has some details:<br />
<br />
"The methods to prioritise [sounds] can include :<br />
<br />
"a) Volume - the lowest being the least important.<br />
[''FSO already takes volume into account when deciding whether to replace a currently playing sound.'']<br />
<br />
"b) Priority - a value you set yourself based on the importance of the sound and the likely hood that the user will notice the sound dropping out. Background music, for example, should be set to never be dropped. A random cricket sound for ambience should have low priority.<br />
<br />
"c) Grouping [or ''limit''] - If you have gunshot sounds for example, once they have hit a hard limit (say 15) you would stop adding new gunshot sounds as they wouldn't add to the overall mix.<br />
[''Grouping/limits is also needed to prevent clipping, which is why in FSO, the warp-in sound has a low limit of 2. The super-loud warp-ins were occurring because this limit wasn't being enforced, meaning there was no limit at all.'']"<br />
<br />
[[Category:Modding]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63876Lighting Profiles.tbl2022-07-29T11:16:46Z<p>-Joshua-: /* $PPC Shoulder Angle: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman's terms, this determines what the renderer considers "dark" areas and what it considers "bright" areas. You probably want this to be quite low given the darkness of the void.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
There's no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you get a naturally occuring bloom effect, as the amount of lights that the tonemapper considers 'too bright to handle' increases. Settings this high means that that bloom effect is diminished, at the risk of making highlights look a bit dull as they're being compressed in order to fit within the displayable range.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table224|<br />
*Currently this value is parsed but not used. It will most likely be used in 22.4 but this change has not yet been submitted. When it is the information below will apply.<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table224|<br />
*Currently this value is parsed but not used. It will most likely be used in 22.4 but this change has not yet been submitted. When it is the information below will apply.<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63875Lighting Profiles.tbl2022-07-29T11:13:23Z<p>-Joshua-: /* $PPC Shoulder Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman's terms, this determines what the renderer considers "dark" areas and what it considers "bright" areas. You probably want this to be quite low given the darkness of the void.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
There's no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you get a naturally occuring bloom effect, as the amount of lights that the tonemapper considers 'too bright to handle' increases. Settings this high means that that bloom effect is diminished, at the risk of making highlights look a bit dull as they're being compressed in order to fit within the displayable range.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Shoulder angle adjusts the compensation for overshoot: When the image becomes too bright for the tonemapper to handle, a higher setting here will try to bring the detail in those overly bright areas back, whilst a lower setting will desaturate bright areas.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table224|<br />
*Currently this value is parsed but not used. It will most likely be used in 22.4 but this change has not yet been submitted. When it is the information below will apply.<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table224|<br />
*Currently this value is parsed but not used. It will most likely be used in 22.4 but this change has not yet been submitted. When it is the information below will apply.<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63874Lighting Profiles.tbl2022-07-29T11:07:35Z<p>-Joshua-: /* $PPC Toe Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman's terms, this determines what the renderer considers "dark" areas and what it considers "bright" areas. You probably want this to be quite low given the darkness of the void.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a smoother transition from "visibly bright" to "blindingly bright", at the cost of making said transition more dull.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Shoulder angle adjusts the compensation for overshoot: When the image becomes too bright for the tonemapper to handle, a higher setting here will try to bring the detail in those overly bright areas back, whilst a lower setting will desaturate bright areas.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table224|<br />
*Currently this value is parsed but not used. It will most likely be used in 22.4 but this change has not yet been submitted. When it is the information below will apply.<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table224|<br />
*Currently this value is parsed but not used. It will most likely be used in 22.4 but this change has not yet been submitted. When it is the information below will apply.<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63870Lighting Profiles.tbl2022-07-25T19:00:12Z<p>-Joshua-: /* $PPC Shoulder Angle: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a smoother transition from "visibly bright" to "blindingly bright", at the cost of making said transition more dull.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Shoulder angle adjusts the compensation for overshoot: When the image becomes too bright for the tonemapper to handle, a higher setting here will try to bring the detail in those overly bright areas back, whilst a lower setting will desaturate bright areas.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63869Lighting Profiles.tbl2022-07-25T10:31:19Z<p>-Joshua-: /* PPC Adjustments */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting your desired exposure<br />
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a smoother transition from "visibly bright" to "blindingly bright", at the cost of making said transition more dull.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Shoulder angle adjusts the compensation for overshoot: When the image becomes too bright for the tonemapper to handle, a higher setting here will try to bring the detail in those overly bright areas back, whilst a lower setting allows for a "bloom" effect.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63868Lighting Profiles.tbl2022-07-25T10:26:47Z<p>-Joshua-: </p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===PPC Adjustments===<br />
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.<br />
* When in the main menu, press F3<br />
* Select a ship class<br />
* Select a background from a mission of your choice.<br />
* Tweak settings and the desired tonemapper from the "Render Options" menu.<br />
** Start by setting Exposure to 1 and toe and shoulder strength to 0<br />
** Adjust Exposure, Toe and Shoulder strength as desired.<br />
*** Use the length and angle settings for fine-tuning after you've honed down your desired look.<br />
** Note the settings used and type them into this table.<br />
<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a smoother transition from "visibly bright" to "blindingly bright", at the cost of making said transition more dull.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Shoulder angle adjusts the compensation for overshoot: When the image becomes too bright for the tonemapper to handle, a higher setting here will try to bring the detail in those overly bright areas back, whilst a lower setting allows for a "bloom" effect.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63867Lighting Profiles.tbl2022-07-25T05:53:12Z<p>-Joshua-: /* $PPC Shoulder Strength: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a smoother transition from "visibly bright" to "blindingly bright", at the cost of making said transition more dull.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene. This setting gradually has more effect as exposure increases.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Shoulder angle adjusts the compensation for overshoot: When the image becomes too bright for the tonemapper to handle, a higher setting here will try to bring the detail in those overly bright areas back, whilst a lower setting allows for a "bloom" effect.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63866Lighting Profiles.tbl2022-07-25T05:52:12Z<p>-Joshua-: /* $PPC Shoulder Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a smoother transition from "visibly bright" to "blindingly bright", at the cost of making said transition more dull.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Shoulder angle adjusts the compensation for overshoot: When the image becomes too bright for the tonemapper to handle, a higher setting here will try to bring the detail in those overly bright areas back, whilst a lower setting allows for a "bloom" effect.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63865Lighting Profiles.tbl2022-07-25T05:51:46Z<p>-Joshua-: /* $PPC Shoulder Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a smoother transition from "visibly bright" to "blindingly bright", at the cost of making the image less detailed.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Shoulder angle adjusts the compensation for overshoot: When the image becomes too bright for the tonemapper to handle, a higher setting here will try to bring the detail in those overly bright areas back, whilst a lower setting allows for a "bloom" effect.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63864Lighting Profiles.tbl2022-07-25T05:50:56Z<p>-Joshua-: /* $PPC Toe Strength: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a smoother transition from "visibly bright" to "blindingly bright", at the cost of making the image less vivid.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Shoulder angle adjusts the compensation for overshoot: When the image becomes too bright for the tonemapper to handle, a higher setting here will try to bring the detail in those overly bright areas back, whilst a lower setting allows for a "bloom" effect.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63863Lighting Profiles.tbl2022-07-25T05:49:42Z<p>-Joshua-: /* $PPC Shoulder Angle: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a smoother transition from "visibly bright" to "blindingly bright", at the cost of making the image less vivid.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Shoulder angle adjusts the compensation for overshoot: When the image becomes too bright for the tonemapper to handle, a higher setting here will try to bring the detail in those overly bright areas back, whilst a lower setting allows for a "bloom" effect.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63862Lighting Profiles.tbl2022-07-25T05:46:29Z<p>-Joshua-: /* $PPC Shoulder Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a smoother transition from "visibly bright" to "blindingly bright", at the cost of making the image less vivid.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63861Lighting Profiles.tbl2022-07-25T05:44:12Z<p>-Joshua-: /* $PPC Shoulder Strength: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a less linear transition from "reasonably bright" to "blindingly white", but it also means that that "blindingly white" point comes later. In eyeball terms, this controls how much your virtual pupils are allowed to close.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there's more "blindingly bright" areas in the scene.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63860Lighting Profiles.tbl2022-07-25T05:41:05Z<p>-Joshua-: /* $PPC Shoulder Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a less linear transition from "reasonably bright" to "blindingly white", but it also means that that "blindingly white" point comes later. In eyeball terms, this controls how much your virtual pupils are allowed to close.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63859Lighting Profiles.tbl2022-07-25T05:39:28Z<p>-Joshua-: /* $PPC Shoulder Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a less linear transition from "reasonably bright" to "blindingly white", but it also means that that "blindingly white" point comes later. <br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63858Lighting Profiles.tbl2022-07-25T05:37:50Z<p>-Joshua-: /* $PPC Toe Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does it's thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63857Lighting Profiles.tbl2022-07-25T05:37:36Z<p>-Joshua-: /* $PPC Toe Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does its thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63856Lighting Profiles.tbl2022-07-25T05:36:52Z<p>-Joshua-: /* $PPC Toe Length: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Toe length adjusts the area in which Toe Strength does its thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting. A very high setting can basically be used to make the entire scene look a lot darker.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Lighting_Profiles.tbl&diff=63855Lighting Profiles.tbl2022-07-25T05:35:08Z<p>-Joshua-: /* $PPC Toe Strength: */</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
The '''lighting_profiles.tbl''' provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm<br />
<br />
==#DEFAULT PROFILE==<br />
{{Table220|<br />
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.<br />
}}<br />
<br />
===$Tonemapper:===<br />
{{Table220|<br />
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.<br />
*Syntax: '''''Str'''''<br />
*Options:<br />
**Linear: Simple clamping and gamma correction. Not recommended in most cases.<br />
**Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"<br />
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.<br />
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.<br />
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.<br />
**Reinhard Extended: A version of a common tonemapper that acts on luminance<br />
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended<br />
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.<br />
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.<br />
}}<br />
===$Exposure:===<br />
{{Table220|<br />
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.<br />
*Syntax: '''''Float'''''<br />
*Default: 4.0<br />
}}<br />
===$PPC Toe Strength:===<br />
{{Table220|<br />
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from eachother, but setting it too low can make areas that should be black look greyish.<br />
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
<br />
===$PPC Toe Length:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
===$PPC Shoulder Length:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.5<br />
}}<br />
===$PPC Shoulder Strength:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.0<br />
}}<br />
===$PPC Shoulder Angle:===<br />
{{Table220|<br />
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.<br />
*Syntax: '''''Float'''''<br />
*Default: 0.1<br />
}}<br />
<br />
===$Missile light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Missile light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 20'''<br />
}}<br />
<br />
===$Laser light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Laser light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 100'''<br />
}}<br />
<br />
===$Beam light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Beam light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam's width. +Default: is used for any such weapons not given specific sizes in the weapon tables.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+default: 37.5'''<br />
}}<br />
<br />
===$Tube light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Tube light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Point light radius:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
===$Cone light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
*Default values: '''+multiplier: 1.25'''<br />
}}<br />
<br />
===$Directional light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
<br />
===$Ambient light brightness:===<br />
{{Table222|<br />
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.<br />
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]<br />
}}<br />
<br />
==#END DEFAULT PROFILE==<br />
{{Table220|<br />
Required to close the default profile section.<br />
}}<br />
<br />
==Adjustable values==<br />
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.<br />
<br />
===+default:===<br />
{{Table222|<br />
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Multiplier:===<br />
{{Table222|<br />
*The input value will be multiplied by this amount<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Adjustment:===<br />
{{Table222|<br />
*This amount will be added to the input value. Negative values allow for downward adjustments.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Minimum:===<br />
{{Table222|<br />
*Inputs below this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===+Maximum:===<br />
{{Table222|<br />
*Inputs above this amount will be set to it.<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
==Sample Entry==<br />
<pre><br />
#DEFAULT PROFILE<br />
<br />
$Tonemapper: Uncharted 2<br />
$Exposure: 4.0<br />
<br />
$Missile Light Radius:<br />
+Base: 20<br />
<br />
$Laser Light Radius:<br />
+Base: 100<br />
<br />
$Beam Light Radius:<br />
+Base: 37.5<br />
<br />
$Point Light Radius:<br />
+Multiplier: 1.25<br />
<br />
$Cone Light Radius:<br />
+Multiplier: 1.25<br />
<br />
#END DEFAULT PROFILE<br />
</pre><br />
== References ==<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable<br />
# [https://64.github.io/tonemapping/ Tone Mapping], 64<br />
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable<br />
<br />
<br />
[[Category:Tables]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=GTB_Artemis_D.H.&diff=16372GTB Artemis D.H.2008-06-04T09:05:01Z<p>-Joshua-: </p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[Image:Artemis_dh320x240.jpg]]|caption=The GTB Artemis D.H.}}<br />
<br />
==Description:==<br />
<br />
The Artemis D.H. is a simple reskinning of the [[GTB Artemis|GTB ''Artemis'']]. It is unknown what D.H. stands for, but HLP members have suggested "Dark Hull" and "Death Head."<br />
<br />
Despite the tech description, the Artemis D.H. is statistically no different than the regular Artemis.<br />
<br />
===FS2 Tech Room Description===<br />
The GTB Artemis D.H. is an experimental variant of the standard Artemis class. The most notable change is that the Artemis's factory-issued Han-Ronald engines have been replaced by the same Nankam NA-27f powerplant now found in the GTF Ares fightercraft. The D.H. variant is faster and more maneuverable than the standard Artemis bomber, at no cost to armor or armament. During the OpEval period, Artemis D.H. bombers are being deployed in only select squadrons in different theatres of the war. If the evaluation trials go well, wider deployment of the Artemis D.H. class is expected.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Medium Bomber|Han-Ronald Corp.|Average|65.0 - 65.0|110.0|Medium|275|700|36}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 4<br />
| [[GTW Subach HL-7|Subach HL-7]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]<br />
|}<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 40<br />
| [[GTM Hornet|Hornet]]<br />
|- align="center"<br />
| 2nd<br />
| 60<br />
| [[GTM Cyclops|Cyclops]]<br />
|- align="center"<br />
| 3rd<br />
| 60<br />
| [[GTM Cyclops|Cyclops]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Stiletto II|Stiletto II]], [[GTM Piranha|Piranha]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Infyrno|Infyrno]], [[GTM Cyclops|Cyclops]]<br />
|}<br />
<br />
==Veteran Comments==<br />
{{Comment|<br />
''While many pilots, myself included, swear up and down that the Artemis D.H. is superior to the Artemis, this is, as Setekh has termed it, the "placebomber" effect. The only functional difference between the Artemis and Artemis D.H. is their texturing, as examination of the table files shows.''<br />
<br />
<br />
''Besides multiplayer weapons compatibility, there is one minuscule difference in the model. The DH Artemis has only three tail fins. The standard has four.''<br />
<br />
''You can "win" the GTB Artemis D.H. by completing the first SOC Mission loop (Second one grants you the Ares). This bomber, unfortanly, suffers from a small problem. They copied the [[GTB Artemis]] table entry and then forgot to change the manouvrability table entries. It was SUPPOSED to be more manouvrable (as seen in the tech entries) but they forgot to DO it. Which is a pity for a bonus fighter.''<br />
}}<br />
<br />
[[Category:Ship]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Just_Another_Day_3:_Shivans_on_a_Plane&diff=11486Just Another Day 3: Shivans on a Plane2007-08-20T11:23:30Z<p>-Joshua-: /* Player Quotes */</p>
<hr />
<div>{{spoiler}}<br />
<br />
==General==<br />
<b>In development since:</b> ??? <br><br />
<b>Released:</b> May 30th 2007<br><br />
<b>Staff:</b><br />
*[[User:Axem|Axem]]: Writer, FREDder<br />
<b>Mods included:</b><br />
*Core File:<br />
**1 Cache File<br />
**6 Custom In Game Animations<br />
**2 Preload TGA files<br />
**4 Custom Maps<br />
**8 Missions<br />
**1 Model<br />
**9 OGG fomat music files<br />
**1 TBM file<br />
*Extras File<br />
**7 Cutscenes<br />
<br />
==Description==<br />
With the death of FRED and FRED2 by the hands of Alpha 1, there no stands nothing to strike at the GTVA! Except for... Shivans! On a Plane!<br />
<br />
The Shivans have returned and are bent on taking over ancient Earth aero-transports. We've got motherfrackin' Shivans! And there's not a got-damn thing you can do about it!<br />
<br />
Just another day again, eh?<br />
<br />
<b>YOU<br />
<br />
ARE</b><br />
<br />
Alpha 1.<br />
<br />
<b>AGAIN</b><br />
<br />
Why wouldn't it be? Get ready for the following things in random order!<br />
<br />
* plotholes on a plane!<br />
* copyright infringements on a plane!<br />
* references to Disco Music on a plane!<br />
* the power of ETAM, the next-next-generation of ETAK on a plane! (ok, maybe not)<br />
* God on a plane! (MORE God on a plane may still not be God on a plane, your God on a plane may vary.)<br />
* unexpected twist endings on a plane!<br />
* MORE on a plane!<br />
<br />
==Notes==<br />
<br />
This Campaign is the sequel to [[Just Another Day]] and [[Just Another Day 2: Electric Boogaloo]]<br />
<br />
==FREDder's Notes==<br />
JAD3 was a headache, but a fun headache. With the exception of the first mission, every mission had a complete redoing. That completely trashed every part of the story I had first wrote down. But alas, I somehow recovered.<br />
<br />
Some notes about the missions (mild spoilers)<br />
*Mission 1: I was actually going to use the Shivans on a Plane here, which is why SLJ was there. But then I swapped it out for a Sath.<br />
*Mission 2: Finally a use for the Helios and Myrmidon! Unfortunately this is a mission where you can't use the Myrmidon.<br />
*Mission 3: This was going to be the Stealth Mission with similar jokes as Mission 5. Instead it went somewhere else.<br />
*Mission 4: This mission was done entirely for the Giant Robots. And the intro/promo/whatever. Gendo-Basudan is my favorite CommAni I did.<br />
*Mission 5: Up until the last few hours of finishing the whole campaign, the guest star was Admiral Haberdashery, but since the D&D setting kinda put him way out of place. Instead you got Monty Python.<br />
*Mission 6: The Shivans on a Plane was going to have a grand entrance, a ingame cutscene and fanfare and everything. But their role got cut (again) and they had 5 seconds of screen time at the very end.<br />
<br />
==Player Quotes==<br />
<br />
*"Guranteed 110% fun." -Nubbles<br />
*"You made me smile today." -Colonol Dekker <br />
*"Oooooooookay... Axem's campaigns have reached a new level of weirdness..." -Dark Hunter <br />
*"Most anticipated campaign of the year" -ngtm1r<br />
*"Hehehe...was fun...especially liked to shut up Terran Fraggin Command" -TrashMan <br />
*"GTVAngelion was really funny... 'specially the intro cutscene music..." -Snail<br />
*"Good job Axem, can't wait to play it." -chief1983<br />
*"Mabye not as funny as the original, but the missions itself are much better, and rival with other campaigns, this also makes replaying the campaign more wortwhile - Joshua"<br><br><br />
<br />
Most of which were taken from [[http://www.hard-light.net/forums/index.php/topic,47386.0.html | Official Announcement in HLP]].<br />
<br />
==Related Links==<br />
[[http://www.hard-light.net/forums/index.php/topic,47386.0.html | Official Announcement in HLP]]<br />
[[http://www.game-warden.com/narfin/files/JAD3_SoaP.zip | Download Link to Main Campaign]]<br />
[[http://www.game-warden.com/narfin/files/JAD3_SoaP_Xtra.zip | Download Link to Extras]]<br><br />
[[http://www.nukelol.com/downloads/freespacefiles/campaigns/JAD3/JAD3_SoaP.zip Main Campaign Mirror 1]]<br />
[[http://www.nukelol.com/downloads/freespacefiles/campaigns/JAD3/JAD3_SoaP_Xtra.zip Extras Mirror 1]]<br />
[[Category:User-made_Campaigns]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Just_Another_Day&diff=11485Just Another Day2007-08-20T11:22:40Z<p>-Joshua-: /* Player Comments */</p>
<hr />
<div>==General==<br />
<b>In development since:</b> August 2004 <br><br />
<b>Released:</b> September 2004<br><br />
<b>Staff:</b><br />
*[[User:Axem|Axem]]: Writer, FREDder<br />
<b>Mods included:</b><br />
*Mysterious music file<br />
*Custom squad logo (42nd Hitchhikers)<br />
<b>Number of Missions:</b> 6<br />
<br />
==Description==<br />
Today was like any other day. The birds were singing, the sky was blue. Then came tomorrow...<br />
<br />
<b>YOU<br />
<br />
ARE</b><br />
<br />
Alpha 1, newly recruited to the GTVA. Your lifetime experience handling such unknown craft as the TIE Fighter and the Ferret puts you incharge of the great Alpha Wing.<br />
<br />
It is now time for your very first assignment. Loads of spam are hurting everybody in the GTVA, their mailboxes are too large for GMail2, bandwidth is so slow, it takes an hour to download 100TB. Truely dark times. Fight off the forces of darkness and free your mailbox from the cluches of EEEEEEEVIIIIIIIL!<br />
<br />
Get ready to see the following things in random order in 6 action packed missions!<br />
<br />
* plotholes!<br />
* copyright infringements!<br />
* references to Disco Music!<br />
* the power of ETAM, the next-next-generation of ETAK!<br />
* God*!<br />
* unexpected twist ending!<br />
* AND MORE!<br />
<br />
==Notes==<br />
<br />
This campaign has a direct sequel, [[Just Another Day 2: Electric Boogaloo]].<br />
<br />
==FREDder's Notes==<br />
Okay, the campaign looks inspired by Deus Ex Machina, but that's only half of it. I had the idea to make a nonsense campaign, and was surprised that no one had done one like that before. Until I found DEM, which made me spend 5 days crying in a cellar. After that little bout, I decided to actually go and make another campaign sorta like it. The biggest thing I did copy from DEM was the "author" getting the Bosch comm ani. The Rakshasa message in mission 1? That's not based off of the unpronouncable destroyer in DEM, I just couldn't spell the class name! Other stuff may have been subconscious. Who knows.<br />
<br />
==Player Comments==<br />
''This is probably the most hilarious freespace campaign out there. There's a huge WTF feeling all along... I was laughing so hard i could barely shoot straight. The same comment goes to the sequel, wich is pretty much the same entertaining value, simply '''hilarioustastic'''... I simply do not understand how an awesome campaign like this has still not been voice acted. ~KR''<br />
<br />
''I recommend you to play this one with HDRish... why? Just do it and click commit! First time I played I had indeed the WTF feeling all along. The jokes and such are great, but the missions get boring after the joke effect runs out (Whats fun about "Kill everyone" six time in a row?) - Joshua''<br />
<br />
==Related Links==<br />
[http://www.game-warden.com/narfin/files/JAD_SSE.zip Download Link]<br />
[http://www.nukelol.com/downloads/freespacefiles/campaigns/JAD/JAD_SSE.zip Mirror1] <br><br />
[http://www.hard-light.net/forums/index.php/topic,26775.0.html HLP Release Thread]<br />
<br />
[[Category:User-made_Campaigns]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Just_Another_Day_3:_Shivans_on_a_Plane&diff=11484Just Another Day 3: Shivans on a Plane2007-08-20T11:20:31Z<p>-Joshua-: /* Player Quotes */</p>
<hr />
<div>{{spoiler}}<br />
<br />
==General==<br />
<b>In development since:</b> ??? <br><br />
<b>Released:</b> May 30th 2007<br><br />
<b>Staff:</b><br />
*[[User:Axem|Axem]]: Writer, FREDder<br />
<b>Mods included:</b><br />
*Core File:<br />
**1 Cache File<br />
**6 Custom In Game Animations<br />
**2 Preload TGA files<br />
**4 Custom Maps<br />
**8 Missions<br />
**1 Model<br />
**9 OGG fomat music files<br />
**1 TBM file<br />
*Extras File<br />
**7 Cutscenes<br />
<br />
==Description==<br />
With the death of FRED and FRED2 by the hands of Alpha 1, there no stands nothing to strike at the GTVA! Except for... Shivans! On a Plane!<br />
<br />
The Shivans have returned and are bent on taking over ancient Earth aero-transports. We've got motherfrackin' Shivans! And there's not a got-damn thing you can do about it!<br />
<br />
Just another day again, eh?<br />
<br />
<b>YOU<br />
<br />
ARE</b><br />
<br />
Alpha 1.<br />
<br />
<b>AGAIN</b><br />
<br />
Why wouldn't it be? Get ready for the following things in random order!<br />
<br />
* plotholes on a plane!<br />
* copyright infringements on a plane!<br />
* references to Disco Music on a plane!<br />
* the power of ETAM, the next-next-generation of ETAK on a plane! (ok, maybe not)<br />
* God on a plane! (MORE God on a plane may still not be God on a plane, your God on a plane may vary.)<br />
* unexpected twist endings on a plane!<br />
* MORE on a plane!<br />
<br />
==Notes==<br />
<br />
This Campaign is the sequel to [[Just Another Day]] and [[Just Another Day 2: Electric Boogaloo]]<br />
<br />
==FREDder's Notes==<br />
JAD3 was a headache, but a fun headache. With the exception of the first mission, every mission had a complete redoing. That completely trashed every part of the story I had first wrote down. But alas, I somehow recovered.<br />
<br />
Some notes about the missions (mild spoilers)<br />
*Mission 1: I was actually going to use the Shivans on a Plane here, which is why SLJ was there. But then I swapped it out for a Sath.<br />
*Mission 2: Finally a use for the Helios and Myrmidon! Unfortunately this is a mission where you can't use the Myrmidon.<br />
*Mission 3: This was going to be the Stealth Mission with similar jokes as Mission 5. Instead it went somewhere else.<br />
*Mission 4: This mission was done entirely for the Giant Robots. And the intro/promo/whatever. Gendo-Basudan is my favorite CommAni I did.<br />
*Mission 5: Up until the last few hours of finishing the whole campaign, the guest star was Admiral Haberdashery, but since the D&D setting kinda put him way out of place. Instead you got Monty Python.<br />
*Mission 6: The Shivans on a Plane was going to have a grand entrance, a ingame cutscene and fanfare and everything. But their role got cut (again) and they had 5 seconds of screen time at the very end.<br />
<br />
==Player Quotes==<br />
<br />
*"Guranteed 110% fun." -Nubbles<br />
*"You made me smile today." -Colonol Dekker <br />
*"Oooooooookay... Axem's campaigns have reached a new level of weirdness..." -Dark Hunter <br />
*"Most anticipated campaign of the year" -ngtm1r<br />
*"Hehehe...was fun...especially liked to shut up Terran Fraggin Command" -TrashMan <br />
*"GTVAngelion was really funny... 'specially the intro cutscene music..." -Snail<br />
*"Good job Axem, can't wait to play it." -chief1983<br />
*"Mabye not as funny as the original, but the missions itself are much better, and rival with other campaigns - Joshua"<br><br><br />
<br />
Most of which were taken from [[http://www.hard-light.net/forums/index.php/topic,47386.0.html | Official Announcement in HLP]].<br />
<br />
==Related Links==<br />
[[http://www.hard-light.net/forums/index.php/topic,47386.0.html | Official Announcement in HLP]]<br />
[[http://www.game-warden.com/narfin/files/JAD3_SoaP.zip | Download Link to Main Campaign]]<br />
[[http://www.game-warden.com/narfin/files/JAD3_SoaP_Xtra.zip | Download Link to Extras]]<br><br />
[[http://www.nukelol.com/downloads/freespacefiles/campaigns/JAD3/JAD3_SoaP.zip Main Campaign Mirror 1]]<br />
[[http://www.nukelol.com/downloads/freespacefiles/campaigns/JAD3/JAD3_SoaP_Xtra.zip Extras Mirror 1]]<br />
[[Category:User-made_Campaigns]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Just_Another_Day&diff=11483Just Another Day2007-08-20T11:17:52Z<p>-Joshua-: /* Player Comments */</p>
<hr />
<div>==General==<br />
<b>In development since:</b> August 2004 <br><br />
<b>Released:</b> September 2004<br><br />
<b>Staff:</b><br />
*[[User:Axem|Axem]]: Writer, FREDder<br />
<b>Mods included:</b><br />
*Mysterious music file<br />
*Custom squad logo (42nd Hitchhikers)<br />
<b>Number of Missions:</b> 6<br />
<br />
==Description==<br />
Today was like any other day. The birds were singing, the sky was blue. Then came tomorrow...<br />
<br />
<b>YOU<br />
<br />
ARE</b><br />
<br />
Alpha 1, newly recruited to the GTVA. Your lifetime experience handling such unknown craft as the TIE Fighter and the Ferret puts you incharge of the great Alpha Wing.<br />
<br />
It is now time for your very first assignment. Loads of spam are hurting everybody in the GTVA, their mailboxes are too large for GMail2, bandwidth is so slow, it takes an hour to download 100TB. Truely dark times. Fight off the forces of darkness and free your mailbox from the cluches of EEEEEEEVIIIIIIIL!<br />
<br />
Get ready to see the following things in random order in 6 action packed missions!<br />
<br />
* plotholes!<br />
* copyright infringements!<br />
* references to Disco Music!<br />
* the power of ETAM, the next-next-generation of ETAK!<br />
* God*!<br />
* unexpected twist ending!<br />
* AND MORE!<br />
<br />
==Notes==<br />
<br />
This campaign has a direct sequel, [[Just Another Day 2: Electric Boogaloo]].<br />
<br />
==FREDder's Notes==<br />
Okay, the campaign looks inspired by Deus Ex Machina, but that's only half of it. I had the idea to make a nonsense campaign, and was surprised that no one had done one like that before. Until I found DEM, which made me spend 5 days crying in a cellar. After that little bout, I decided to actually go and make another campaign sorta like it. The biggest thing I did copy from DEM was the "author" getting the Bosch comm ani. The Rakshasa message in mission 1? That's not based off of the unpronouncable destroyer in DEM, I just couldn't spell the class name! Other stuff may have been subconscious. Who knows.<br />
<br />
==Player Comments==<br />
''This is probably the most hilarious freespace campaign out there. There's a huge WTF feeling all along... I was laughing so hard i could barely shoot straight. The same comment goes to the sequel, wich is pretty much the same entertaining value, simply '''hilarioustastic'''... I simply do not understand how an awesome campaign like this has still not been voice acted. ~KR''<br />
<br />
''I recommend you to play this one with HDRish... why? Just do it and click commit! - Joshua''<br />
<br />
==Related Links==<br />
[http://www.game-warden.com/narfin/files/JAD_SSE.zip Download Link]<br />
[http://www.nukelol.com/downloads/freespacefiles/campaigns/JAD/JAD_SSE.zip Mirror1] <br><br />
[http://www.hard-light.net/forums/index.php/topic,26775.0.html HLP Release Thread]<br />
<br />
[[Category:User-made_Campaigns]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Command-Line_Reference&diff=9633Command-Line Reference2007-05-21T17:17:58Z<p>-Joshua-: /* -timeout */</p>
<hr />
<div>==Launcher Flags==<br />
The following command-line options can be chosen from the launcher. <br />
===Graphics===<br />
====-spec====<br />
Enables specular mapping. Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist. Specular maps are specified with the base map name plus "-shine" (i.e. TCov3A-shine.pcx).<br />
====-env====<br />
Enables environment mapping. Environment mapping intensity will be determined from the intensity of specular maps. At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]<br />
<br />
====-glow====<br />
Enables glowmapping. Only polygons mapped with textures for which a glowmap exists will be glowmapped. Glow maps are specified with the base map name plus "-glow" (i.e. TCov4A-glow.pcx)<br />
<br />
====-jpgtga====<br />
Enables the use of TGA and JPG file formats for image files. If a ship is showing up partially invisible, select this option.<br />
Made default after 3.6.9<br />
<br />
====-pcx32====<br />
'''WARNING - HIGH MEMORY USAGE'''<br />
<br />
Enables PCX files to be loaded into 32-bit memory. This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile. Use at your own risk. Removed from launcher options after 3.6.7.<br />
<br />
====-cell====<br />
Enables cell shading. This will make graphics appear more "cartoonish". For use with media in mv_cell.vp. Not considered a standard enhancement.<br />
====-mipmap====<br />
Enables mipmapping.<br />
<br />
====-nomotiondebris====<br />
Disables motion debris.<br />
====-2d_poof====<br />
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.<br />
====-noscalevid====<br />
Disables scaling of video clips.<br />
====-missile_lighting====<br />
Applys lighting to missiles.<br />
====-rlm====<br />
'''Obsolete Argument'''<br />
<br />
<font color=yellow><br />
Enables more accurate lighting model for OpenGL mode. Always on in current builds, so this command-line option has been removed.</font><br />
<br />
----<br />
<br />
===Game Speed===<br />
====-img2dds====<br />
Converts all images to DDS (compressed) format. Decreases memory usage but potentially reduces image quality.<br />
====-no_vsync====<br />
Disables vertical sync.<br />
====-cache_bitmaps====<br />
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.<br />
<br />
----<br />
<br />
===HUD===<br />
====-dualscanlines====<br />
Adds a second pair of scanning lines to the target window when scanning an object.<br />
====-targetinfo====<br />
Displays target info, such as name and class, beside the targeted object.<br />
====-orbradar====<br />
Enables 3D radar (the Orb). 3D radar will replace the standard 2D version.<br />
====-ballistic_gauge====<br />
Adds an ammo gauge to the HUD when armed with a ballistic weapon.<br />
====-rearm_timer====<br />
Displays time remaining until rearm and repair from a support ship is complete.<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-smart_shields====<br />
Enables "smart" shield recharging. Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.<br />
====-ship_choice_3d====<br />
Use ship and weapon models in ship selection and weapon loadout. Completely disables the standard ANI interface on those screens.<br />
====-3dwarp====<br />
Use full geometry for the subspace warp effect.<br />
====-warp_flash====<br />
Enable a flash at warp in and warp out.<br />
====-UseNewAI====<br />
Tells the game to use new AI routines. This argument alters mission balance and is not considered a standard feature.<br />
====-tbp====<br />
Enable feature set for The Babylon Project<br />
====-wcsaga====<br />
Enable feature set for The Wing Commander Saga. <br />
<br />
It does the following changes to the normal FS2 engine behaviour:<br />
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).<br />
* It removes enemy names ingame for wings of ships.<br />
* Enemies can scream when dying. (Without the flag only friendlies scream).<br />
<br />
----<br />
<br />
===Audio===<br />
====-snd_preload====<br />
Preload mission sounds. Useful in preventing game stuttering when sounds are played for the first time.<br />
====-nosound====<br />
Disables all sounds.<br />
====-nomusic====<br />
Disables music only.<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-standalone====<br />
Creates a standalone server.<br />
====-startgame====<br />
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.<br />
<br />
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]]<br />
<br />
====-closed====<br />
Hosts a new game in a closed state, where no one can join until the in-game "Close" button is cleared. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -restricted or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-restricted====<br />
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.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-multilog====<br />
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 - or with main data folder if no mod is active.<br />
<br />
====-clientdamage====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-mpnoreturn====<br />
Disables return to the flight deck screen after a mission completes.<br />
<br />
----<br />
<br />
===Troubleshooting===<br />
====-fixbugs====<br />
'''Obsolete Argument - Removed in builds after 3.6.7'''<br />
<br />
<font color=yellow><br />
Originally used to disable certain crashing behavior as a stop-gap measure. This feature is not available in current builds.</font><br />
====-nocrash====<br />
'''Obsolete Argument - Removed in builds after 3.6.7'''<br />
<br />
<font color=yellow><br />
Originally used to disable certain crashing behavior as a stop-gap measure. This feature is not available in current builds.</font><br />
====-oldfire====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-nohtl====<br />
'''WARNING - VERY SLOW'''<br />
<br />
Reverts to software rendering mode.<br />
<br />
====-no_set_gamma====<br />
Disables the gamma settings in the options screen.<br />
====-nomovies====<br />
Disables all video playback.<br />
====-noparseerrors====<br />
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.<br />
====-safeloading====<br />
Loads missions the old way. Typically safer, but slower.<br />
====-query_speech====<br />
Determines if the current build includes text-to-speech.<br />
====-d3d_bad_tsys====<br />
Enable inefficient texture system.<br />
====-novbo====<br />
Disables OpenGL VBO.<br />
====-noibx====<br />
Disables IBX caching of model geometry data. This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.<br />
====-loadallweps====<br />
Load all weapons, even those not used.<br />
<br />
----<br />
<br />
===Experimental===<br />
====-alpha_env====<br />
Enables alpha environment mapping. OpenGL only. Environment mapping intensity will be determined from the alpha channel of specular maps.<br />
====-decals====<br />
Enables damage decals.<br />
(Decals have been disabled in builds after May 4, 2006)<br />
<br />
====-ingame_join====<br />
Enables ingame joining in multiplayer. FIXME: Host option?<br />
====-tga16====<br />
'''Obsolete Argument - Removed in builds after 3.6.7'''<br />
<br />
<font color=yellow><br />
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by ''-img2dds''.</font><br />
----<br />
<br />
===Development Tools===<br />
====-fps====<br />
Displays current frames per second.<br />
====-pos====<br />
Displays current position coordinates of camera.<br />
====-window====<br />
Runs the game in a window. No check to make sure that resolution is no higher than your desktop resolution, so be careful.<br />
====-timerbar====<br />
Displays a timing bar across the top of the screen. Timebar format varies by build.<br />
====-stats====<br />
Shows total and free physical memory, virtual memory and system pagefile.<br />
<br />
====-coords====<br />
Shows coordinates of the mouse cursor.<br />
====-show_mem_usage====<br />
Shows detailed RAM usage in HUD.<br />
<br />
The meaning of the info displayed in the upper right corner is:<br />
<br />
'''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.<br />
<br />
'''POF''' = model memory, how much memory is being used by models (does not include textures)<br />
<br />
'''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.<br />
<br />
'''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).<br />
<br />
'''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).<br />
<br />
<br />
''(It only works with debug builds, not with release builds).''<br />
<br />
====-pofspew====<br />
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.<br />
Details for each object are output to a pofspew.txt file created in the data folder.<br />
Otherwise ibx files are created in game before each mission.<br />
<br />
====-tablecrcs====<br />
'''''What does this do?'''''<br />
====-missioncrcs====<br />
'''''What does this do?'''''<br />
====-dis_collisions====<br />
Disables all collisions.<br />
====-dis_weapons====<br />
Disables weapons rendering.<br />
====-output_sexps====<br />
Outputs SEXPs to sexps.html.<br />
====-output_scripting====<br />
Outputs scripting to scripting.html.<br />
====-nograb====<br />
Unix only. Disables focus grabbing in a window.<br />
==Other==<br />
The following options are not available as checkboxes in the launcher. Many require parameters, which follow the flag seperated by a space. The prototype for use in this case is "-option argument"<br />
===Graphics===<br />
====-ambient_factor====<br />
<br />
This must be entered into the "Custom flags" 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.<br />
<br />
====-no_emisive_light====<br />
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.<br />
<br />
====-spec_exp====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.<br />
<br />
====-spec_point====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the<br />
"Custom flags" field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.<br />
<br />
====-spec_static====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.<br />
<br />
====-spec_tube====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" 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. However, that is relative.<br />
<br />
====-clipdist====<br />
Changes the distance from the viewpoint for the near-clipping plane.<br />
<br />
Takes one argument decimal specifying the distance to the near-clipping plane.<br />
<br />
====-no_emissive_light====<br />
'''''OpenGL Only'''''. Disables global emissive light. Shadows are darker. Objects are harder to see.<br />
<br />
====-ogl_spec====<br />
'''''OpenGL Only'''''. 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 focued 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.<br />
<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-mod====<br />
<br />
Specifies in which folders inside Freespace2 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''.<br />
<br />
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.<br />
<br />
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:<br />
<br />
#Freespace2/dir1/<br />
#Freespace2/dir2/<br />
#Freespace2/dir3/<br />
# ... (the rest of the typed directories) ...<br />
#Freespace2/dirx/<br />
#Freespace2/<br />
<br />
:::Please note. Freespace Open doesn't like spaces in directories (in the full path) so do not install the game within ''Program Files/Freespace2'' or ''Games/Freespace 2'' and, of course, do not use spaces within mod directories (''dir1'' is OK but ''dir 1'' isn't).<br />
<br />
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''. If ''Freespace2/moddir/mod.ini'' exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:<br />
<br />
: [multimod] <br> PrimaryList = Pri1,Pri2,...(the rest of desired directories)...,Prix; <br>SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;<br />
<br />
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:<br />
: '''-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx'''<br />
<br />
If primary or secondary folders aren't used, their respective line can be erased or it can be typed as ''xxxxxxList = ;''.<br />
<br />
::: '''''PLEASE NOTE''': '''Launcher v 5.4''', or later, '''must be used'''. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.''<br />
<br />
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called ''mediavps'' inside ''Freespace2''. In this way when running retail FS2 they do not interfere with this original game version that doesn't use this -mod flag feature. When using FS2_Open but without mods, you just need to select ''mediavps'' in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any 'real' mod, you just need to put a mod.ini file inside its ''moddir'' with at least a ''SecondaryList = mediavps;'' line.<br />
<br />
Inside each directory, data precedence is the following:<br />
<br />
#Individual files located in ''Current_dir/data/'' subdir structure.<br />
#Files located inside vp archives. (These vp archives are 'similar' to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). <br>Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.<br />
<br />
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 how this ''Mission.fs2'' is 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 enhaced ones adding them in a higher priority place.<br />
<br />
As derived from 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.<br />
<br />
:'''Additional notes'''<br />
<br />
# This flag is also used by 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. No Launcher MOD tab available for this use. <br> <br />
# 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.<br />
<br />
<br />
:'''VERY IMPORTANT INFO ABOUT PRIORITY AND TEXTURE FORMATS'''<br />
<br />
:FS2_Open can use several file formats in textures: PCX, DDS, JPG and TGA (the last two need the flag [[Command-Line_Reference#-jpgtga|-jpgtga]]). '''Always update every texture keeping its format'''. 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.<br />
<br />
:The reason to do this is that, at least in FS2_Open v3.6.9. and previous versions, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. The exact order of this global texture type priority may change in the future but nevertheless there is always going to be a fixed loading order between them. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one. (An example of this situation can be found in [http://scp.indiegames.us/mantis/view.php?id=1123 this false Mantised Bug 1123]).<br />
<br />
:The reason of this behaviour relays in the way the game looks for files. Without this way of coding, the number of file searches would hugely increase, so mission loading times would be much higher.<br />
<br />
====-fov====<br />
Specifies the Field of View for the player eyepoint.<br />
<br />
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi<br />
<br />
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you'll get the fish-eye effect. Feel free to experiment. This must be entered into the "Custom flags" field<br />
<br />
''Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value. Even with the default value, (no flag), there are small distortions.''<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-gamename====<br />
Specifies the name of the game to be created by the host. This only works when used in conjunction with -startgame. <br />
<br />
Takes one argument string, the name to be assigned to the game being created.<br />
<br />
This argument does nothing when used with -standalone. To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].<br />
<br />
See related:&nbsp;&nbsp; [[Command-Line_Reference#-startgame|-startgame]]&nbsp;&nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]<br />
<br />
====-password====<br />
Specifies the password for a stand-alone server. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -restricted.<br />
<br />
Takes one argument string, the required password for the game being created.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]]<br />
<br />
====-allowabove====<br />
Specifies a player's minimum rank for joining a game. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking above which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-allowbelow====<br />
Specifies a player's maximum rank for joining a game on a stand-alone server. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking below which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-port====<br />
Specifies the port on which to host a game or serve a stand-alone game.<br />
<br />
Takes one argument integer, the port on which the host will listen for clients.<br />
<br />
====-connect====<br />
'''''What does this do?'''''<br />
<br />
====-timeout====<br />
'''''What does this do?'''''<br />
Changes the connection timeout (???)<br />
<br />
[[Category:Lists]]<br />
[[Category:Source Code Project]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Command-Line_Reference&diff=9632Command-Line Reference2007-05-21T17:15:45Z<p>-Joshua-: /* -jpgtga */</p>
<hr />
<div>==Launcher Flags==<br />
The following command-line options can be chosen from the launcher. <br />
===Graphics===<br />
====-spec====<br />
Enables specular mapping. Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist. Specular maps are specified with the base map name plus "-shine" (i.e. TCov3A-shine.pcx).<br />
====-env====<br />
Enables environment mapping. Environment mapping intensity will be determined from the intensity of specular maps. At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]<br />
<br />
====-glow====<br />
Enables glowmapping. Only polygons mapped with textures for which a glowmap exists will be glowmapped. Glow maps are specified with the base map name plus "-glow" (i.e. TCov4A-glow.pcx)<br />
<br />
====-jpgtga====<br />
Enables the use of TGA and JPG file formats for image files. If a ship is showing up partially invisible, select this option.<br />
Made default after 3.6.9<br />
<br />
====-pcx32====<br />
'''WARNING - HIGH MEMORY USAGE'''<br />
<br />
Enables PCX files to be loaded into 32-bit memory. This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile. Use at your own risk. Removed from launcher options after 3.6.7.<br />
<br />
====-cell====<br />
Enables cell shading. This will make graphics appear more "cartoonish". For use with media in mv_cell.vp. Not considered a standard enhancement.<br />
====-mipmap====<br />
Enables mipmapping.<br />
<br />
====-nomotiondebris====<br />
Disables motion debris.<br />
====-2d_poof====<br />
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.<br />
====-noscalevid====<br />
Disables scaling of video clips.<br />
====-missile_lighting====<br />
Applys lighting to missiles.<br />
====-rlm====<br />
'''Obsolete Argument'''<br />
<br />
<font color=yellow><br />
Enables more accurate lighting model for OpenGL mode. Always on in current builds, so this command-line option has been removed.</font><br />
<br />
----<br />
<br />
===Game Speed===<br />
====-img2dds====<br />
Converts all images to DDS (compressed) format. Decreases memory usage but potentially reduces image quality.<br />
====-no_vsync====<br />
Disables vertical sync.<br />
====-cache_bitmaps====<br />
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.<br />
<br />
----<br />
<br />
===HUD===<br />
====-dualscanlines====<br />
Adds a second pair of scanning lines to the target window when scanning an object.<br />
====-targetinfo====<br />
Displays target info, such as name and class, beside the targeted object.<br />
====-orbradar====<br />
Enables 3D radar (the Orb). 3D radar will replace the standard 2D version.<br />
====-ballistic_gauge====<br />
Adds an ammo gauge to the HUD when armed with a ballistic weapon.<br />
====-rearm_timer====<br />
Displays time remaining until rearm and repair from a support ship is complete.<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-smart_shields====<br />
Enables "smart" shield recharging. Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.<br />
====-ship_choice_3d====<br />
Use ship and weapon models in ship selection and weapon loadout. Completely disables the standard ANI interface on those screens.<br />
====-3dwarp====<br />
Use full geometry for the subspace warp effect.<br />
====-warp_flash====<br />
Enable a flash at warp in and warp out.<br />
====-UseNewAI====<br />
Tells the game to use new AI routines. This argument alters mission balance and is not considered a standard feature.<br />
====-tbp====<br />
Enable feature set for The Babylon Project<br />
====-wcsaga====<br />
Enable feature set for The Wing Commander Saga. <br />
<br />
It does the following changes to the normal FS2 engine behaviour:<br />
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).<br />
* It removes enemy names ingame for wings of ships.<br />
* Enemies can scream when dying. (Without the flag only friendlies scream).<br />
<br />
----<br />
<br />
===Audio===<br />
====-snd_preload====<br />
Preload mission sounds. Useful in preventing game stuttering when sounds are played for the first time.<br />
====-nosound====<br />
Disables all sounds.<br />
====-nomusic====<br />
Disables music only.<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-standalone====<br />
Creates a standalone server.<br />
====-startgame====<br />
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.<br />
<br />
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]]<br />
<br />
====-closed====<br />
Hosts a new game in a closed state, where no one can join until the in-game "Close" button is cleared. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -restricted or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-restricted====<br />
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.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-multilog====<br />
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 - or with main data folder if no mod is active.<br />
<br />
====-clientdamage====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-mpnoreturn====<br />
Disables return to the flight deck screen after a mission completes.<br />
<br />
----<br />
<br />
===Troubleshooting===<br />
====-fixbugs====<br />
'''Obsolete Argument - Removed in builds after 3.6.7'''<br />
<br />
<font color=yellow><br />
Originally used to disable certain crashing behavior as a stop-gap measure. This feature is not available in current builds.</font><br />
====-nocrash====<br />
'''Obsolete Argument - Removed in builds after 3.6.7'''<br />
<br />
<font color=yellow><br />
Originally used to disable certain crashing behavior as a stop-gap measure. This feature is not available in current builds.</font><br />
====-oldfire====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-nohtl====<br />
'''WARNING - VERY SLOW'''<br />
<br />
Reverts to software rendering mode.<br />
<br />
====-no_set_gamma====<br />
Disables the gamma settings in the options screen.<br />
====-nomovies====<br />
Disables all video playback.<br />
====-noparseerrors====<br />
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.<br />
====-safeloading====<br />
Loads missions the old way. Typically safer, but slower.<br />
====-query_speech====<br />
Determines if the current build includes text-to-speech.<br />
====-d3d_bad_tsys====<br />
Enable inefficient texture system.<br />
====-novbo====<br />
Disables OpenGL VBO.<br />
====-noibx====<br />
Disables IBX caching of model geometry data. This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.<br />
====-loadallweps====<br />
Load all weapons, even those not used.<br />
<br />
----<br />
<br />
===Experimental===<br />
====-alpha_env====<br />
Enables alpha environment mapping. OpenGL only. Environment mapping intensity will be determined from the alpha channel of specular maps.<br />
====-decals====<br />
Enables damage decals.<br />
(Decals have been disabled in builds after May 4, 2006)<br />
<br />
====-ingame_join====<br />
Enables ingame joining in multiplayer. FIXME: Host option?<br />
====-tga16====<br />
'''Obsolete Argument - Removed in builds after 3.6.7'''<br />
<br />
<font color=yellow><br />
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by ''-img2dds''.</font><br />
----<br />
<br />
===Development Tools===<br />
====-fps====<br />
Displays current frames per second.<br />
====-pos====<br />
Displays current position coordinates of camera.<br />
====-window====<br />
Runs the game in a window. No check to make sure that resolution is no higher than your desktop resolution, so be careful.<br />
====-timerbar====<br />
Displays a timing bar across the top of the screen. Timebar format varies by build.<br />
====-stats====<br />
Shows total and free physical memory, virtual memory and system pagefile.<br />
<br />
====-coords====<br />
Shows coordinates of the mouse cursor.<br />
====-show_mem_usage====<br />
Shows detailed RAM usage in HUD.<br />
<br />
The meaning of the info displayed in the upper right corner is:<br />
<br />
'''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.<br />
<br />
'''POF''' = model memory, how much memory is being used by models (does not include textures)<br />
<br />
'''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.<br />
<br />
'''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).<br />
<br />
'''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).<br />
<br />
<br />
''(It only works with debug builds, not with release builds).''<br />
<br />
====-pofspew====<br />
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.<br />
Details for each object are output to a pofspew.txt file created in the data folder.<br />
Otherwise ibx files are created in game before each mission.<br />
<br />
====-tablecrcs====<br />
'''''What does this do?'''''<br />
====-missioncrcs====<br />
'''''What does this do?'''''<br />
====-dis_collisions====<br />
Disables all collisions.<br />
====-dis_weapons====<br />
Disables weapons rendering.<br />
====-output_sexps====<br />
Outputs SEXPs to sexps.html.<br />
====-output_scripting====<br />
Outputs scripting to scripting.html.<br />
====-nograb====<br />
Unix only. Disables focus grabbing in a window.<br />
==Other==<br />
The following options are not available as checkboxes in the launcher. Many require parameters, which follow the flag seperated by a space. The prototype for use in this case is "-option argument"<br />
===Graphics===<br />
====-ambient_factor====<br />
<br />
This must be entered into the "Custom flags" 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.<br />
<br />
====-no_emisive_light====<br />
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.<br />
<br />
====-spec_exp====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.<br />
<br />
====-spec_point====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the<br />
"Custom flags" field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.<br />
<br />
====-spec_static====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.<br />
<br />
====-spec_tube====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" 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. However, that is relative.<br />
<br />
====-clipdist====<br />
Changes the distance from the viewpoint for the near-clipping plane.<br />
<br />
Takes one argument decimal specifying the distance to the near-clipping plane.<br />
<br />
====-no_emissive_light====<br />
'''''OpenGL Only'''''. Disables global emissive light. Shadows are darker. Objects are harder to see.<br />
<br />
====-ogl_spec====<br />
'''''OpenGL Only'''''. 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 focued 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.<br />
<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-mod====<br />
<br />
Specifies in which folders inside Freespace2 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''.<br />
<br />
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.<br />
<br />
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:<br />
<br />
#Freespace2/dir1/<br />
#Freespace2/dir2/<br />
#Freespace2/dir3/<br />
# ... (the rest of the typed directories) ...<br />
#Freespace2/dirx/<br />
#Freespace2/<br />
<br />
:::Please note. Freespace Open doesn't like spaces in directories (in the full path) so do not install the game within ''Program Files/Freespace2'' or ''Games/Freespace 2'' and, of course, do not use spaces within mod directories (''dir1'' is OK but ''dir 1'' isn't).<br />
<br />
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''. If ''Freespace2/moddir/mod.ini'' exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:<br />
<br />
: [multimod] <br> PrimaryList = Pri1,Pri2,...(the rest of desired directories)...,Prix; <br>SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;<br />
<br />
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:<br />
: '''-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx'''<br />
<br />
If primary or secondary folders aren't used, their respective line can be erased or it can be typed as ''xxxxxxList = ;''.<br />
<br />
::: '''''PLEASE NOTE''': '''Launcher v 5.4''', or later, '''must be used'''. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.''<br />
<br />
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called ''mediavps'' inside ''Freespace2''. In this way when running retail FS2 they do not interfere with this original game version that doesn't use this -mod flag feature. When using FS2_Open but without mods, you just need to select ''mediavps'' in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any 'real' mod, you just need to put a mod.ini file inside its ''moddir'' with at least a ''SecondaryList = mediavps;'' line.<br />
<br />
Inside each directory, data precedence is the following:<br />
<br />
#Individual files located in ''Current_dir/data/'' subdir structure.<br />
#Files located inside vp archives. (These vp archives are 'similar' to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). <br>Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.<br />
<br />
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 how this ''Mission.fs2'' is 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 enhaced ones adding them in a higher priority place.<br />
<br />
As derived from 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.<br />
<br />
:'''Additional notes'''<br />
<br />
# This flag is also used by 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. No Launcher MOD tab available for this use. <br> <br />
# 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.<br />
<br />
<br />
:'''VERY IMPORTANT INFO ABOUT PRIORITY AND TEXTURE FORMATS'''<br />
<br />
:FS2_Open can use several file formats in textures: PCX, DDS, JPG and TGA (the last two need the flag [[Command-Line_Reference#-jpgtga|-jpgtga]]). '''Always update every texture keeping its format'''. 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.<br />
<br />
:The reason to do this is that, at least in FS2_Open v3.6.9. and previous versions, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. The exact order of this global texture type priority may change in the future but nevertheless there is always going to be a fixed loading order between them. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one. (An example of this situation can be found in [http://scp.indiegames.us/mantis/view.php?id=1123 this false Mantised Bug 1123]).<br />
<br />
:The reason of this behaviour relays in the way the game looks for files. Without this way of coding, the number of file searches would hugely increase, so mission loading times would be much higher.<br />
<br />
====-fov====<br />
Specifies the Field of View for the player eyepoint.<br />
<br />
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi<br />
<br />
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you'll get the fish-eye effect. Feel free to experiment. This must be entered into the "Custom flags" field<br />
<br />
''Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value. Even with the default value, (no flag), there are small distortions.''<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-gamename====<br />
Specifies the name of the game to be created by the host. This only works when used in conjunction with -startgame. <br />
<br />
Takes one argument string, the name to be assigned to the game being created.<br />
<br />
This argument does nothing when used with -standalone. To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].<br />
<br />
See related:&nbsp;&nbsp; [[Command-Line_Reference#-startgame|-startgame]]&nbsp;&nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]<br />
<br />
====-password====<br />
Specifies the password for a stand-alone server. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -restricted.<br />
<br />
Takes one argument string, the required password for the game being created.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]]<br />
<br />
====-allowabove====<br />
Specifies a player's minimum rank for joining a game. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking above which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-allowbelow====<br />
Specifies a player's maximum rank for joining a game on a stand-alone server. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking below which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-port====<br />
Specifies the port on which to host a game or serve a stand-alone game.<br />
<br />
Takes one argument integer, the port on which the host will listen for clients.<br />
<br />
====-connect====<br />
'''''What does this do?'''''<br />
<br />
====-timeout====<br />
'''''What does this do?'''''<br />
<br />
[[Category:Lists]]<br />
[[Category:Source Code Project]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Command-Line_Reference&diff=9631Command-Line Reference2007-05-21T17:15:27Z<p>-Joshua-: /* -jpgtga */</p>
<hr />
<div>==Launcher Flags==<br />
The following command-line options can be chosen from the launcher. <br />
===Graphics===<br />
====-spec====<br />
Enables specular mapping. Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist. Specular maps are specified with the base map name plus "-shine" (i.e. TCov3A-shine.pcx).<br />
====-env====<br />
Enables environment mapping. Environment mapping intensity will be determined from the intensity of specular maps. At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]<br />
<br />
====-glow====<br />
Enables glowmapping. Only polygons mapped with textures for which a glowmap exists will be glowmapped. Glow maps are specified with the base map name plus "-glow" (i.e. TCov4A-glow.pcx)<br />
<br />
====-jpgtga====<br />
Enables the use of TGA and JPG file formats for image files. If a ship is showing up partially invisible, select this option.<br />
Removed from builds after 3.6.9<br />
<br />
====-pcx32====<br />
'''WARNING - HIGH MEMORY USAGE'''<br />
<br />
Enables PCX files to be loaded into 32-bit memory. This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile. Use at your own risk. Removed from launcher options after 3.6.7.<br />
<br />
====-cell====<br />
Enables cell shading. This will make graphics appear more "cartoonish". For use with media in mv_cell.vp. Not considered a standard enhancement.<br />
====-mipmap====<br />
Enables mipmapping.<br />
<br />
====-nomotiondebris====<br />
Disables motion debris.<br />
====-2d_poof====<br />
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.<br />
====-noscalevid====<br />
Disables scaling of video clips.<br />
====-missile_lighting====<br />
Applys lighting to missiles.<br />
====-rlm====<br />
'''Obsolete Argument'''<br />
<br />
<font color=yellow><br />
Enables more accurate lighting model for OpenGL mode. Always on in current builds, so this command-line option has been removed.</font><br />
<br />
----<br />
<br />
===Game Speed===<br />
====-img2dds====<br />
Converts all images to DDS (compressed) format. Decreases memory usage but potentially reduces image quality.<br />
====-no_vsync====<br />
Disables vertical sync.<br />
====-cache_bitmaps====<br />
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.<br />
<br />
----<br />
<br />
===HUD===<br />
====-dualscanlines====<br />
Adds a second pair of scanning lines to the target window when scanning an object.<br />
====-targetinfo====<br />
Displays target info, such as name and class, beside the targeted object.<br />
====-orbradar====<br />
Enables 3D radar (the Orb). 3D radar will replace the standard 2D version.<br />
====-ballistic_gauge====<br />
Adds an ammo gauge to the HUD when armed with a ballistic weapon.<br />
====-rearm_timer====<br />
Displays time remaining until rearm and repair from a support ship is complete.<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-smart_shields====<br />
Enables "smart" shield recharging. Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.<br />
====-ship_choice_3d====<br />
Use ship and weapon models in ship selection and weapon loadout. Completely disables the standard ANI interface on those screens.<br />
====-3dwarp====<br />
Use full geometry for the subspace warp effect.<br />
====-warp_flash====<br />
Enable a flash at warp in and warp out.<br />
====-UseNewAI====<br />
Tells the game to use new AI routines. This argument alters mission balance and is not considered a standard feature.<br />
====-tbp====<br />
Enable feature set for The Babylon Project<br />
====-wcsaga====<br />
Enable feature set for The Wing Commander Saga. <br />
<br />
It does the following changes to the normal FS2 engine behaviour:<br />
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).<br />
* It removes enemy names ingame for wings of ships.<br />
* Enemies can scream when dying. (Without the flag only friendlies scream).<br />
<br />
----<br />
<br />
===Audio===<br />
====-snd_preload====<br />
Preload mission sounds. Useful in preventing game stuttering when sounds are played for the first time.<br />
====-nosound====<br />
Disables all sounds.<br />
====-nomusic====<br />
Disables music only.<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-standalone====<br />
Creates a standalone server.<br />
====-startgame====<br />
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.<br />
<br />
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]]<br />
<br />
====-closed====<br />
Hosts a new game in a closed state, where no one can join until the in-game "Close" button is cleared. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -restricted or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-restricted====<br />
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.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-multilog====<br />
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 - or with main data folder if no mod is active.<br />
<br />
====-clientdamage====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-mpnoreturn====<br />
Disables return to the flight deck screen after a mission completes.<br />
<br />
----<br />
<br />
===Troubleshooting===<br />
====-fixbugs====<br />
'''Obsolete Argument - Removed in builds after 3.6.7'''<br />
<br />
<font color=yellow><br />
Originally used to disable certain crashing behavior as a stop-gap measure. This feature is not available in current builds.</font><br />
====-nocrash====<br />
'''Obsolete Argument - Removed in builds after 3.6.7'''<br />
<br />
<font color=yellow><br />
Originally used to disable certain crashing behavior as a stop-gap measure. This feature is not available in current builds.</font><br />
====-oldfire====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-nohtl====<br />
'''WARNING - VERY SLOW'''<br />
<br />
Reverts to software rendering mode.<br />
<br />
====-no_set_gamma====<br />
Disables the gamma settings in the options screen.<br />
====-nomovies====<br />
Disables all video playback.<br />
====-noparseerrors====<br />
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.<br />
====-safeloading====<br />
Loads missions the old way. Typically safer, but slower.<br />
====-query_speech====<br />
Determines if the current build includes text-to-speech.<br />
====-d3d_bad_tsys====<br />
Enable inefficient texture system.<br />
====-novbo====<br />
Disables OpenGL VBO.<br />
====-noibx====<br />
Disables IBX caching of model geometry data. This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.<br />
====-loadallweps====<br />
Load all weapons, even those not used.<br />
<br />
----<br />
<br />
===Experimental===<br />
====-alpha_env====<br />
Enables alpha environment mapping. OpenGL only. Environment mapping intensity will be determined from the alpha channel of specular maps.<br />
====-decals====<br />
Enables damage decals.<br />
(Decals have been disabled in builds after May 4, 2006)<br />
<br />
====-ingame_join====<br />
Enables ingame joining in multiplayer. FIXME: Host option?<br />
====-tga16====<br />
'''Obsolete Argument - Removed in builds after 3.6.7'''<br />
<br />
<font color=yellow><br />
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by ''-img2dds''.</font><br />
----<br />
<br />
===Development Tools===<br />
====-fps====<br />
Displays current frames per second.<br />
====-pos====<br />
Displays current position coordinates of camera.<br />
====-window====<br />
Runs the game in a window. No check to make sure that resolution is no higher than your desktop resolution, so be careful.<br />
====-timerbar====<br />
Displays a timing bar across the top of the screen. Timebar format varies by build.<br />
====-stats====<br />
Shows total and free physical memory, virtual memory and system pagefile.<br />
<br />
====-coords====<br />
Shows coordinates of the mouse cursor.<br />
====-show_mem_usage====<br />
Shows detailed RAM usage in HUD.<br />
<br />
The meaning of the info displayed in the upper right corner is:<br />
<br />
'''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.<br />
<br />
'''POF''' = model memory, how much memory is being used by models (does not include textures)<br />
<br />
'''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.<br />
<br />
'''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).<br />
<br />
'''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).<br />
<br />
<br />
''(It only works with debug builds, not with release builds).''<br />
<br />
====-pofspew====<br />
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.<br />
Details for each object are output to a pofspew.txt file created in the data folder.<br />
Otherwise ibx files are created in game before each mission.<br />
<br />
====-tablecrcs====<br />
'''''What does this do?'''''<br />
====-missioncrcs====<br />
'''''What does this do?'''''<br />
====-dis_collisions====<br />
Disables all collisions.<br />
====-dis_weapons====<br />
Disables weapons rendering.<br />
====-output_sexps====<br />
Outputs SEXPs to sexps.html.<br />
====-output_scripting====<br />
Outputs scripting to scripting.html.<br />
====-nograb====<br />
Unix only. Disables focus grabbing in a window.<br />
==Other==<br />
The following options are not available as checkboxes in the launcher. Many require parameters, which follow the flag seperated by a space. The prototype for use in this case is "-option argument"<br />
===Graphics===<br />
====-ambient_factor====<br />
<br />
This must be entered into the "Custom flags" 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.<br />
<br />
====-no_emisive_light====<br />
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.<br />
<br />
====-spec_exp====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.<br />
<br />
====-spec_point====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the<br />
"Custom flags" field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.<br />
<br />
====-spec_static====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.<br />
<br />
====-spec_tube====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" 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. However, that is relative.<br />
<br />
====-clipdist====<br />
Changes the distance from the viewpoint for the near-clipping plane.<br />
<br />
Takes one argument decimal specifying the distance to the near-clipping plane.<br />
<br />
====-no_emissive_light====<br />
'''''OpenGL Only'''''. Disables global emissive light. Shadows are darker. Objects are harder to see.<br />
<br />
====-ogl_spec====<br />
'''''OpenGL Only'''''. 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 focued 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.<br />
<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-mod====<br />
<br />
Specifies in which folders inside Freespace2 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''.<br />
<br />
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.<br />
<br />
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:<br />
<br />
#Freespace2/dir1/<br />
#Freespace2/dir2/<br />
#Freespace2/dir3/<br />
# ... (the rest of the typed directories) ...<br />
#Freespace2/dirx/<br />
#Freespace2/<br />
<br />
:::Please note. Freespace Open doesn't like spaces in directories (in the full path) so do not install the game within ''Program Files/Freespace2'' or ''Games/Freespace 2'' and, of course, do not use spaces within mod directories (''dir1'' is OK but ''dir 1'' isn't).<br />
<br />
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''. If ''Freespace2/moddir/mod.ini'' exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:<br />
<br />
: [multimod] <br> PrimaryList = Pri1,Pri2,...(the rest of desired directories)...,Prix; <br>SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;<br />
<br />
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:<br />
: '''-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx'''<br />
<br />
If primary or secondary folders aren't used, their respective line can be erased or it can be typed as ''xxxxxxList = ;''.<br />
<br />
::: '''''PLEASE NOTE''': '''Launcher v 5.4''', or later, '''must be used'''. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.''<br />
<br />
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called ''mediavps'' inside ''Freespace2''. In this way when running retail FS2 they do not interfere with this original game version that doesn't use this -mod flag feature. When using FS2_Open but without mods, you just need to select ''mediavps'' in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any 'real' mod, you just need to put a mod.ini file inside its ''moddir'' with at least a ''SecondaryList = mediavps;'' line.<br />
<br />
Inside each directory, data precedence is the following:<br />
<br />
#Individual files located in ''Current_dir/data/'' subdir structure.<br />
#Files located inside vp archives. (These vp archives are 'similar' to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). <br>Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.<br />
<br />
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 how this ''Mission.fs2'' is 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 enhaced ones adding them in a higher priority place.<br />
<br />
As derived from 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.<br />
<br />
:'''Additional notes'''<br />
<br />
# This flag is also used by 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. No Launcher MOD tab available for this use. <br> <br />
# 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.<br />
<br />
<br />
:'''VERY IMPORTANT INFO ABOUT PRIORITY AND TEXTURE FORMATS'''<br />
<br />
:FS2_Open can use several file formats in textures: PCX, DDS, JPG and TGA (the last two need the flag [[Command-Line_Reference#-jpgtga|-jpgtga]]). '''Always update every texture keeping its format'''. 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.<br />
<br />
:The reason to do this is that, at least in FS2_Open v3.6.9. and previous versions, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. The exact order of this global texture type priority may change in the future but nevertheless there is always going to be a fixed loading order between them. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one. (An example of this situation can be found in [http://scp.indiegames.us/mantis/view.php?id=1123 this false Mantised Bug 1123]).<br />
<br />
:The reason of this behaviour relays in the way the game looks for files. Without this way of coding, the number of file searches would hugely increase, so mission loading times would be much higher.<br />
<br />
====-fov====<br />
Specifies the Field of View for the player eyepoint.<br />
<br />
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi<br />
<br />
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you'll get the fish-eye effect. Feel free to experiment. This must be entered into the "Custom flags" field<br />
<br />
''Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value. Even with the default value, (no flag), there are small distortions.''<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-gamename====<br />
Specifies the name of the game to be created by the host. This only works when used in conjunction with -startgame. <br />
<br />
Takes one argument string, the name to be assigned to the game being created.<br />
<br />
This argument does nothing when used with -standalone. To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].<br />
<br />
See related:&nbsp;&nbsp; [[Command-Line_Reference#-startgame|-startgame]]&nbsp;&nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]<br />
<br />
====-password====<br />
Specifies the password for a stand-alone server. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -restricted.<br />
<br />
Takes one argument string, the required password for the game being created.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]]<br />
<br />
====-allowabove====<br />
Specifies a player's minimum rank for joining a game. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking above which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-allowbelow====<br />
Specifies a player's maximum rank for joining a game on a stand-alone server. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking below which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-port====<br />
Specifies the port on which to host a game or serve a stand-alone game.<br />
<br />
Takes one argument integer, the port on which the host will listen for clients.<br />
<br />
====-connect====<br />
'''''What does this do?'''''<br />
<br />
====-timeout====<br />
'''''What does this do?'''''<br />
<br />
[[Category:Lists]]<br />
[[Category:Source Code Project]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=Nankam_Aeronautical&diff=9580Nankam Aeronautical2007-05-12T16:44:22Z<p>-Joshua-: minor edit: to many capitals where used.</p>
<hr />
<div>{{non-canon}}<br />
<br />
Nankam Aeronautics Co. are a leading spacecraft building and Aerospace techonogies company based in Epsilon Pegasi. <br />
Space Craft Developed by Nankam Aeronautics include:<br />
* GTF Ares strategic assault fighter<br />
* GTF Pegasus stealth recon fighter<br />
* GTF Perseus interceptor <br />
And More Are Coming<br />
<br />
<br />
<br />
----<br />
<br />
<br />
<br />
Nankam Aeronautics was the no.1 contributers and contractors to the GTVA Colossus Project with 77,000 workers on deck 24/7 and 50,000 workers part time. <br />
<br />
----<br />
<br />
Nankam Aeronautics are a corporation of several other corporations which include:<br />
* Pletcher Designs<br />
* Johnson Munitions<br />
* Cammarillo Company<br />
* Velocity (Sub Company of Cammarillo)<br />
* National Aeronautics Space Agency (Went Broke In June, 2334)<br />
* Bartek Aviation and Sheilding Systems<br />
* Forten X Uranium Methane Core Engines<br />
<br />
<br />
[[Category:User-made Campaigns]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=GTC_Aeolus&diff=9525GTC Aeolus2007-05-07T14:13:20Z<p>-Joshua-: </p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[image:Aeolus320X240.jpg]]|caption=GTC Aeolus}}<br />
<br />
The '''GTC ''Aeolus''''' was an anti-fighter cruiser used by the [[Galactic Terran-Vasudan Alliance]] against both the [[Neo-Terran Front]] and the [[Shivans]]. Although the ''Aeolus'' was produced in limited numbers, those few that saw deployment were deadly against hostile fighters and bombers. Three ''Aeolus'' cruisers escorted the GTD ''Bastion'' to its final route to seal off the [[jump node]] between [[Capella]] and [[Vega]].<br />
<br />
==Description:==<br />
===FS2 Demo Tech Room Description===<br />
The biggest, baddest, and meanest cruiser EVER. The Aeolus will smack you up.<br />
<br />
===FS2 Tech Room Description===<br />
The GTC Aeolus is the first cruiser class ever produced by the RNI shipyards orbiting Laramis II. Only two dozen of these cruisers were put into service in GTVA fleets, with production ending in 2365. Allied Command assigns Aeolus-class ships primarily to guard slow-moving convoys against fighter and bomber wings, as these cruisers are severely out-gunned by most capital ships in service today. Their flak and AAA turrets serve as marvelous deterrents to smaller craft, however.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Veteran Comments===<br />
''Look upon its armament, ye fighter pilots, and despair. The Aeolus is the second most effective cruiser in the game, thanks to its array of [[Standard Flak|flak]] guns and [[AAAf|AAA]] beams that make attacking it a daunting prospect. The Aeolus will make mincemeat out of an unprepared fighter wing, and going one-on-one with it at short range is a very effective method of commiting suicide. It's anti-capital capability is good for a cruiser with two [[SGreen]]s, however it is still incapable of taking on anything larger than itself with any hope of survival. Its anti-capital firepower is theoretically 1/11 that of the [[GTCv Deimos|Deimos]].''<br><br><br />
''It's pretty hard to overestimate the effectiveness of this cruiser... it has, by far, the best anti-fighter capability of any cruiser in the game, and nearly the best of any ship in the game, as far as I'm concerned only the [[GTCv Deimos|Deimos]] really outdoes it in that respect. The Aeolus however is no super-warship; like all cruisers, it's really ineffective in an anti-capital respect, though superior to most other cruisers. The missions of [[Portal:Freespace 2|Freespace 2]] are cruel to the Aeolus and do not show its full potential. For example in [[Clash of the Titans II]] all of the cruisers were severly damaged, even though at full strength Aeoli can fight off ~ 12 bomber wings and survive. In [[Their Finest Hour]] (which also causes many people to doubt the [[GTVA Colossus]]) many allied warships failed to have their beams armed, decreasing both their capital-ship weaponry and their anti-fighter defenses.''<br><br><br />
''A damn good cruiser. Excels at escort missions, best demonstrated by the escort of the Bastion, where even though they were down to little more than 10%, they performed admirably. ''<br><br><br />
<br />
''there is no really no "safe" approach when attacking an Aeolus, so the the only real option is to use slashing attacks: Line up outside its range, charge in at full power, afterburn on the way out and <b>do not turn</b> until at least 1500M over onto its other side''<br><br><br />
<br />
''When an enemy Aeolus arrives in range, there's just one chance to survive: Blow it up, before it blows up you! This thing is horrible for any newcomer in FS and a great threat for anybody else. It has the best anti fighter and bomber capability of all capital ships (I tested this!), so stay away from that ship, if you don't have a friendly capital ship or a volley of cyclops to deal with it.''<br><br><br />
<br />
''While the Aeolus is feared by many as the most powerful anti-fighter cruiser in the game, I must say that it is not. Despite the fact that it has many flak guns (which other Terran cruisers have a complete lack of), the Aeolus has only two anti-fighter beams, while the Leviathan has four. It is not flak that kills people, rather it makes the screen pulse red. This probably gives people the illusion that it is more dangerous than the Leviathan. It does not. Beams are what do the damage; the Leviathan is the triumphant anti-fighter cruiser.''<br><br><br />
<br />
''The Aeolus is just about the only FS2 ship that can reliably take down a single fighter. That doesn't sound like much, but one competently-flown bomber can find and exploit a weak spot in almost every other ship. However, despite the Aeolus' fearsome reputation, it can be overwhelmed by a thought-out attack. If you go into FRED and do some testing, you'll notice that it only takes a wing or two of Medusas to kill this 'badass' ship.''<br><br><br />
<br />
''Take a long range weapon.''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Cruiser<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| RNI<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 30.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 38 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 272 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Huge Turret]]<br />
| 2<br />
|- align="center"<br />
| [[Standard Flak]]<br />
| 6<br />
|- align="center"<br />
| [[AAAf|Anti-Fighter Beam]]<br />
| 2<br />
|- align="center"<br />
| [[SGreen|Small Green Beam]]<br />
| 2<br />
|}<br />
<br />
[[Category:Ship]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=GTC_Leviathan&diff=9509GTC Leviathan2007-05-05T17:56:56Z<p>-Joshua-: /* Veteran Comments */</p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[Image:Leviathan320x240.jpg]]|caption=The GTC Leviathan}}<br />
<br />
The first of the '''GTC ''Leviathan''''' cruisers were built during the [[14-Year War]] when it turned out that the war will not be over in a short time. ''Leviathan''s improve upon the much more fragile [[GTC Fenris|GTC ''Fenris'']] with its heavier armoring and deadlier weaponry. Many of these craft were used during its long career beginning from the 14-Year War till the end of the [[Second Shivan Incursion]]. After the [[Great War]]'s conclusion and the development of [[beam cannon]]s, ''Leviathan''s were armed with a deadly array of four [[AAAf]] anti-fighter beams and one [[TerSlash|Terran Slasher]] anti-warship beam cannon. However, the [[GTC Aeolus|GTC ''Aeolus'']] line of cruisers were more effective against agile fighters and [[GTCv Deimos|''Deimos''-class corvettes]] were more effective against warships.<br />
<br />
Some ''Leviathan''-class cruisers joined the [[NTF]] and saw deployment against the [[Galactic Terran-Vasudan Alliance]]. Many of these vessels were destroyed during the [[NTF Rebellion|rebellion]].<br />
<br />
Despite its superior armoring and armament compared to those of the GTC ''Fenris'', ''Leviathan''s were much slower and thus impractical for swift hit-and-run strikes, but whenever a ''Fenris'' would not have a chance of survival, there was still hope for the crew of a ''Leviathan'' to manage through.<br />
<br />
==Description:==<br />
===FS1 Tech Room Description===<br />
After the Vasudans began making incursions into GTA space, command decided that it needed a new defensive cruiser. Changes to the Fenris led to the GTC Leviathan line of cruisers, produced as mobile defense battleships. Their speed and maneuverability were greatly reduced in tradeoff for more powerful weapons and a stronger hull. Production was discontinued when the GTA thought they would win the Vasudan war after the Battle of Gulnara, and then the production was started up again after the defeat at the Talania system. Because of the on-again off-again nature of this vessel's production, almost all of the Leviathan Cruisers have different armaments, but all have consistent hulls and speeds.<br />
<br />
===FS2 Tech Room Description===<br />
Early in the Great War, Han-Ronald engineers designed and built the Leviathan class of cruisers. The Leviathan is much heavier armed and armored than the Fenris, but also much slower and less maneuverable. Leviathan cruisers are used to guard critical installations, such as permanent jump nodes, deep-space factories, and gas-mining operations, where firepower is king and speed is of little importance. They're also well-suited to escorting slow-moving freighters or transports. The Fenris is good for fast-moving operations, but when you need some muscle, call in a Leviathan.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Veteran Comments===<br />
''There is a discrepancy between the Freespace 1 and 2 technical descriptions. While the Freespace 1 description seems to indicate that the Leviathan was in service during [[Terran-Vasudan War]] the Freespace 2 description states that it entered service during [[The Great War]]. This discrepancy can be explained as the author of the Freespace 2 description getting mixed up with the two wars. In the Freespace community, the Leviathan is generally recognized as coming into service during the [[Terran-Vasudan War]].''<br><br><br />
''It's just another cruiser, but significantly tougher than most, in FS1. However, in FS2, you need to fear this ship. It has four [[AAAf|AAA]] beams, covering every direction save dead aft and directly ahead. It can bring at least two of them to bear on any target not closer than under a hundred meters. The single forward-mounted [[SGreen]] is not particularly well-suited to anti-capital work, but decent in the role. Overall the Leviathan is probably the third-most effective cruiser in the game, falling after the [[Shivan]] [[SC Lilith|Lilth]] and the [[GTC Aeolus|Aeolus]].''<br><br><br />
''Much better than the Fenris. I would feel better on an escort with this helping out, or even on an attack/bomber mission.''<br><br><br />
''With its four AAA beams and its thick hull plating the Leviathan could be a very good escort cruiser, but with just 10 mp/s it's much too slowly for that job. Even destroyers are faster! Anyway the Leviathan is quite usefull in fighting enemy bombers at long range, but it needs fighter support here, too, because without flak it has only little chance to stop enemy torpedos at short range. In my opinion, the best location for this ships is near installations, depots or planets, where speed is secondary.''<br><br><br />
''If you have to attack a leviathan, attack it from the front, where the [[SGreen]] is, thats the only place the AAA beams can not hit you.''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Cruiser<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Han-Ronald Corp.<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 10.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 35 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 253 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Freespace 1'''<br />
| colspan=2 style="background:#300505;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret]]<br />
| 8<br />
| [[Terran Turret]]<br />
| 3<br />
|- align="center"<br />
| [[FighterKiller]]<br />
| 1<br />
| [[Fusion Mortar]]<br />
| 1<br />
|- align="center"<br />
|<br />
|<br />
| [[AAAf|Anti-Fighter Beam]]<br />
| 4<br />
|- align="center"<br />
|<br />
|<br />
| [[SGreen|Small Green Beam]]<br />
| 1<br />
|}<br />
<br />
[[Category:Ship]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=GTC_Leviathan&diff=9508GTC Leviathan2007-05-05T17:56:40Z<p>-Joshua-: /* Veteran Comments */</p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[Image:Leviathan320x240.jpg]]|caption=The GTC Leviathan}}<br />
<br />
The first of the '''GTC ''Leviathan''''' cruisers were built during the [[14-Year War]] when it turned out that the war will not be over in a short time. ''Leviathan''s improve upon the much more fragile [[GTC Fenris|GTC ''Fenris'']] with its heavier armoring and deadlier weaponry. Many of these craft were used during its long career beginning from the 14-Year War till the end of the [[Second Shivan Incursion]]. After the [[Great War]]'s conclusion and the development of [[beam cannon]]s, ''Leviathan''s were armed with a deadly array of four [[AAAf]] anti-fighter beams and one [[TerSlash|Terran Slasher]] anti-warship beam cannon. However, the [[GTC Aeolus|GTC ''Aeolus'']] line of cruisers were more effective against agile fighters and [[GTCv Deimos|''Deimos''-class corvettes]] were more effective against warships.<br />
<br />
Some ''Leviathan''-class cruisers joined the [[NTF]] and saw deployment against the [[Galactic Terran-Vasudan Alliance]]. Many of these vessels were destroyed during the [[NTF Rebellion|rebellion]].<br />
<br />
Despite its superior armoring and armament compared to those of the GTC ''Fenris'', ''Leviathan''s were much slower and thus impractical for swift hit-and-run strikes, but whenever a ''Fenris'' would not have a chance of survival, there was still hope for the crew of a ''Leviathan'' to manage through.<br />
<br />
==Description:==<br />
===FS1 Tech Room Description===<br />
After the Vasudans began making incursions into GTA space, command decided that it needed a new defensive cruiser. Changes to the Fenris led to the GTC Leviathan line of cruisers, produced as mobile defense battleships. Their speed and maneuverability were greatly reduced in tradeoff for more powerful weapons and a stronger hull. Production was discontinued when the GTA thought they would win the Vasudan war after the Battle of Gulnara, and then the production was started up again after the defeat at the Talania system. Because of the on-again off-again nature of this vessel's production, almost all of the Leviathan Cruisers have different armaments, but all have consistent hulls and speeds.<br />
<br />
===FS2 Tech Room Description===<br />
Early in the Great War, Han-Ronald engineers designed and built the Leviathan class of cruisers. The Leviathan is much heavier armed and armored than the Fenris, but also much slower and less maneuverable. Leviathan cruisers are used to guard critical installations, such as permanent jump nodes, deep-space factories, and gas-mining operations, where firepower is king and speed is of little importance. They're also well-suited to escorting slow-moving freighters or transports. The Fenris is good for fast-moving operations, but when you need some muscle, call in a Leviathan.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Veteran Comments===<br />
''There is a discrepancy between the Freespace 1 and 2 technical descriptions. While the Freespace 1 description seems to indicate that the Leviathan was in service during [[Terran-Vasudan War]] the Freespace 2 description states that it entered service during [[The Great War]]. This discrepancy can be explained as the author of the Freespace 2 description getting mixed up with the two wars. In the Freespace community, the Leviathan is generally recognized as coming into service during the [[Terran-Vasudan War]].''<br><br><br />
''It's just another cruiser, but significantly tougher than most, in FS1. However, in FS2, you need to fear this ship. It has four [[AAAf|AAA]] beams, covering every direction save dead aft and directly ahead. It can bring at least two of them to bear on any target not closer than under a hundred meters. The single forward-mounted [[SGreen]] is not particularly well-suited to anti-capital work, but decent in the role. Overall the Leviathan is probably the third-most effective cruiser in the game, falling after the [[Shivan]] [[SC Lilith|Lilth]] and the [[GTC Aeolus|Aeolus]].''<br><br><br />
''Much better than the Fenris. I would feel better on an escort with this helping out, or even on an attack/bomber mission.''<br><br><br />
''With its four AAA beams and its thick hull plating the Leviathan could be a very good escort cruiser, but with just 10 mp/s it's much too slowly for that job. Even destroyers are faster! Anyway the Leviathan is quite usefull in fighting enemy bombers at long range, but it needs fighter support here, too, because without flak it has only little chance to stop enemy torpedos at short range. In my opinion, the best location for this ships is near installations, depots or planets, where speed is secondary.''<br />
<br />
''If you have to attack a leviathan, attack it from the front, where the [[SGreen]] is, thats the only place the AAA beams can not hit you.''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Cruiser<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Han-Ronald Corp.<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 10.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 35 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 253 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Freespace 1'''<br />
| colspan=2 style="background:#300505;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret]]<br />
| 8<br />
| [[Terran Turret]]<br />
| 3<br />
|- align="center"<br />
| [[FighterKiller]]<br />
| 1<br />
| [[Fusion Mortar]]<br />
| 1<br />
|- align="center"<br />
|<br />
|<br />
| [[AAAf|Anti-Fighter Beam]]<br />
| 4<br />
|- align="center"<br />
|<br />
|<br />
| [[SGreen|Small Green Beam]]<br />
| 1<br />
|}<br />
<br />
[[Category:Ship]]</div>-Joshua-https://wiki.hard-light.net/index.php?title=GTC_Leviathan&diff=9507GTC Leviathan2007-05-05T17:56:23Z<p>-Joshua-: </p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[Image:Leviathan320x240.jpg]]|caption=The GTC Leviathan}}<br />
<br />
The first of the '''GTC ''Leviathan''''' cruisers were built during the [[14-Year War]] when it turned out that the war will not be over in a short time. ''Leviathan''s improve upon the much more fragile [[GTC Fenris|GTC ''Fenris'']] with its heavier armoring and deadlier weaponry. Many of these craft were used during its long career beginning from the 14-Year War till the end of the [[Second Shivan Incursion]]. After the [[Great War]]'s conclusion and the development of [[beam cannon]]s, ''Leviathan''s were armed with a deadly array of four [[AAAf]] anti-fighter beams and one [[TerSlash|Terran Slasher]] anti-warship beam cannon. However, the [[GTC Aeolus|GTC ''Aeolus'']] line of cruisers were more effective against agile fighters and [[GTCv Deimos|''Deimos''-class corvettes]] were more effective against warships.<br />
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Some ''Leviathan''-class cruisers joined the [[NTF]] and saw deployment against the [[Galactic Terran-Vasudan Alliance]]. Many of these vessels were destroyed during the [[NTF Rebellion|rebellion]].<br />
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Despite its superior armoring and armament compared to those of the GTC ''Fenris'', ''Leviathan''s were much slower and thus impractical for swift hit-and-run strikes, but whenever a ''Fenris'' would not have a chance of survival, there was still hope for the crew of a ''Leviathan'' to manage through.<br />
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==Description:==<br />
===FS1 Tech Room Description===<br />
After the Vasudans began making incursions into GTA space, command decided that it needed a new defensive cruiser. Changes to the Fenris led to the GTC Leviathan line of cruisers, produced as mobile defense battleships. Their speed and maneuverability were greatly reduced in tradeoff for more powerful weapons and a stronger hull. Production was discontinued when the GTA thought they would win the Vasudan war after the Battle of Gulnara, and then the production was started up again after the defeat at the Talania system. Because of the on-again off-again nature of this vessel's production, almost all of the Leviathan Cruisers have different armaments, but all have consistent hulls and speeds.<br />
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===FS2 Tech Room Description===<br />
Early in the Great War, Han-Ronald engineers designed and built the Leviathan class of cruisers. The Leviathan is much heavier armed and armored than the Fenris, but also much slower and less maneuverable. Leviathan cruisers are used to guard critical installations, such as permanent jump nodes, deep-space factories, and gas-mining operations, where firepower is king and speed is of little importance. They're also well-suited to escorting slow-moving freighters or transports. The Fenris is good for fast-moving operations, but when you need some muscle, call in a Leviathan.<br />
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===Developer Notes===<br />
None<br />
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===Veteran Comments===<br />
''There is a discrepancy between the Freespace 1 and 2 technical descriptions. While the Freespace 1 description seems to indicate that the Leviathan was in service during [[Terran-Vasudan War]] the Freespace 2 description states that it entered service during [[The Great War]]. This discrepancy can be explained as the author of the Freespace 2 description getting mixed up with the two wars. In the Freespace community, the Leviathan is generally recognized as coming into service during the [[Terran-Vasudan War]].''<br><br><br />
''It's just another cruiser, but significantly tougher than most, in FS1. However, in FS2, you need to fear this ship. It has four [[AAAf|AAA]] beams, covering every direction save dead aft and directly ahead. It can bring at least two of them to bear on any target not closer than under a hundred meters. The single forward-mounted [[SGreen]] is not particularly well-suited to anti-capital work, but decent in the role. Overall the Leviathan is probably the third-most effective cruiser in the game, falling after the [[Shivan]] [[SC Lilith|Lilth]] and the [[GTC Aeolus|Aeolus]].''<br><br><br />
''Much better than the Fenris. I would feel better on an escort with this helping out, or even on an attack/bomber mission.''<br><br><br />
''With its four AAA beams and its thick hull plating the Leviathan could be a very good escort cruiser, but with just 10 mp/s it's much too slowly for that job. Even destroyers are faster! Anyway the Leviathan is quite usefull in fighting enemy bombers at long range, but it needs fighter support here, too, because without flak it has only little chance to stop enemy torpedos at short range. In my opinion, the best location for this ships is near installations, depots or planets, where speed is secondary.''<br />
''If you have to attack a leviathan, attack it from the front, where the [[SGreen]] is, thats the only place the AAA beams can not hit you.''<br />
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==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Cruiser<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Han-Ronald Corp.<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 10.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 35 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 253 m<br />
|}<br />
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===Armaments===<br />
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*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Freespace 1'''<br />
| colspan=2 style="background:#300505;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret]]<br />
| 8<br />
| [[Terran Turret]]<br />
| 3<br />
|- align="center"<br />
| [[FighterKiller]]<br />
| 1<br />
| [[Fusion Mortar]]<br />
| 1<br />
|- align="center"<br />
|<br />
|<br />
| [[AAAf|Anti-Fighter Beam]]<br />
| 4<br />
|- align="center"<br />
|<br />
|<br />
| [[SGreen|Small Green Beam]]<br />
| 1<br />
|}<br />
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[[Category:Ship]]</div>-Joshua-