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QUICK REFERENCE FILES - LEVEL FILE PARAMETERS
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RESOURCE MISSIONSPHERE LINES 
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PlayerNumber, RaceName, Misspheretype, posx, posy, posz, Radius, Sphererotz, Contents, StartingRU's

	PlayerNumber: 	player # ( -1 for no player) 
	RaceName: 	name of the race or ? for no race 
	Misspheretype: 	type of filed named in contents 
	posx,posy,posz: 	x,y,z coordinates of the missionsphere centre 
	Radius: 	radius of the missionsphere 
	Sphererotz: 	angle of rotation of the mission sphere 
	Contents: 	the player_#.missphere file, name must exactly match. 
	StartingRU's: 	number of RUs the player starts with (*feature removed) 

E.g.;

MissionSphere    1,RACE_SECT,sMothership,0.0,0.0,0.0,30000.0,0.0,Mothership_1.missphere,1000 


[See also The MissionSphere line; Primer Chapter 3.2]



LIGHTING AND BACKGROUND FILENAME 
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Lighting:	filename
Background:	filename, angle1, angle2

Where;

Lighting	filename	(mission01-mission17 or named custom lighting file (.hsf)) 	 
Background	filename	(mission01-mission17 or named custom background file (.btg))
		angle1		(horizontal rotation)
		angle2		(vertical rotation)

E.g.;

Lighting 	mission01
Background 	mission01, 90, 30


[See also Background and lighting settings; Primer Chapter 3.4]



SONG NUMBER
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SongNumber 	integer

integer:	the song that will be played in a mission (1-49, 0=no music) 1-17 are the single 
		player mission music, matches level number so song 1 = level 1 music.

E.g.;

SongNumber 	3


[See also SongNumber settings; Primer Chapter 3.8]



THE SENSORS MANAGER
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smDepthCueRadius:	the radius of the depth cue circle in the sensors manager
smDepthCueStartRadius:	the radius of the depth cue radius in the sensors manager
smCircleBorder:		the diameter of the small compass circle on the sensors manager
smZoomMax:		the maximum zoom range for the sensors manager
smZoomMin:		the minimum zoom range for the sensors manager
smInitialDistance:	the distance of players starting position from the map centre
smUniverseSizeX:	the x coordinate diameter of the universe (width)
smUniverseSizeY:	the y coordinate diameter of the universe (length)
smUniverseSizeZ:	the z coordinate diameter of the universe (height)
E.g.;

From a typical *.level file;

smDepthCueRadius    50000
smDepthCueStartRadius     20000
smCircleBorder     90000
smZoomMax     150000
smZoomMin     50000
smInitialDistance     75000
smUniverseSizeX     120000
smUniverseSizeY     120000
smUniverseSizeZ     60000


[See also The Sensors Manager settings; Primer Chapter 3.5]


DETERMINING WHAT SHIPS TO LOAD
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Not all ships/resources/derelicts etc. need be loaded for every level. Substantial savings in loading time and texture RAM can be realized by excluding some things from the load. By default everything is loaded for every level. If something is loaded in one level and not loaded the next, the space it occupied (in RAM and texture RAM) is freed for other uses.

Here is a listing of the directives to control this:

ExcludeShips      race, shiptype
IncludeShips      race, shiptype

Where;

race:		RACE_SECT, RACE_BEAST, RACE_TAIIDAN, RACE_KUSHAN, RACE_P1, RACE_TRADER.
shiptype:	Any ship type valid for these races. Shiptype can also be "All" which will exclude that entire race.

E.g.;

ExcludeShips    RACE_P1, p1MissileCorvette
ExcludeShips    RACE_SECT, LightInterceptor
IncludeShips    RACE_P1,p1MissileCorvette
IncludeShips    RACE_SECT,LightInterceptor (etc).

E.g., to only load 1 pirate (a MissileCorvette) beyond the basic R1/R2 fleet

ExcludeShips    RACE_TRADERS,All
ExcludeShips    RACE_TAIIDAN,All
ExcludeShips    RACE_KUSHAN,All
ExcludeShips    RACE_P1,All
IncludeShips    RACE_P1,p1MissileCorvette


[See also The Shiptype Listings; Primer Appendix A and Determining What Ships and Resources to Load; Primer Chapter 3.6]


 
DETERMINING WHAT RESOURCES TO LOAD 
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Exclude       resourcetype
Include       resourcetype

Possible resourcetypes are;

	Asteroid0		
	Asteroid1		 
	Asteroid2		
	Asteroid3		
	Asteroid4		

	DustCloud0
	DustCloud1
	DustCloud2
	DustCloud3
	DustCloud4

	Nebula0		

	dCrystal0
	dCrystal1

E.g.;

Exclude       Asteroid,All
Include       Asteroid2


[See also The Resourcetype List; Primer Appendix A and Determining What Ships and Resources to Load; Primer Chapter 3.6]

 
DETERMINING WHAT DERELICTS TO LOAD
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ExcludeShips      RACE_DERELICT,derelicttype
Include Ships     RACE_DERELICTderelicttype

derelicttype: Fragments, Ghostship, Shipwrecks, Crystals, Mines etc..

Note: don't load all the derelicts! Use this line: 

ExcludeShips      RACE_DERELICT,All

then specify what to load with 'IncludeShips   RACE_DERELICT,derelicttype'

Derelicts also includes Crystals, these derelicts are called; dCrystal0 and dCrystal1.


[See also The Derelicttype List; Primer Appendix A and Determining What Ships and Resources to Load; Primer Chapter 3.6]

 
 
DETERMINING WHAT COLORSCHEMES A SHIP CAN BE
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By default, the color scheme of a ship is based on its race. 

Race Default colour scheme Table:


	Race		Default Color Scheme
	------------------------------------
	Som-Taaw		? or 0
	Beast			? or 1
	Taiidan Imperialists	? or 2
	Taiidan Loyalists	? or 3
	Kith Manaan		? or 4
	Pirates			? or 5
	Kith Nabaal		? or 6
	Kith S'jet		? or 7
	

In order for your fancy color scheme to show up, you must enable it for every ship that will use it by using this directive:

AvailableColorSchemes        race type scheme#[scheme#[...]]

race:	RACE_SECT, RACE_BEAST, RACE_TAIIDAN, RACE_KUSHAN, RACE_P1, RACE_TRADER.
type:	any ship type valid for these races or 'All'.
Scheme	Assigned Colour Scheme; 0,1,4,5,6 or 7

E.g.;

AvailableColorSchemes        RACE_P1 All 3
AvailableColorSchemes        RACE_P1 P1MissileCorvette 6
AvailableColorSchemes        RACE_TAIIDAN MissileDestroyer 0,1,7

 
[See also The Shiptype List; Primer Appendix A, Determining what Colour schemes a ship can be; Primer Chapter 3.7 and Preset Race Colours; Primer Chapter 4.1.9]



CHANGING THE BASECOLOR AND STRIPCOLOR 
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Setting the Base and Stripe Colours of Ships:

BaseColor       raceNum,red,green,blue
StripColor	raceNum,red,green,blue

raceNum:	The Colour Scheme Number you wish to replace.
red,green,blue:	The Colour.
Scheme:		Assigned Colour Scheme; 0 to 7 inclusive.

E.g.;

BaseColor        7,255,0,0
StripColor        7,0,0,0

So, now colour 7 has been replaced with a Red overall colour with Black strips.

To the mothership file adding:

Ships Label,-3000.0,-2500.0,0.0,-90.0,RACE_TAIIDAN,MissileDestroyer,1,NULL_FORMATION|?|colorScheme(7)

Makes a mission sphere with a funky-coloured missile destroyer. Red with a black Stripe.


[See also The Shiptype List; Primer Appendix A, Determining what Colour schemes a ship can be; Primer Chapter 3.7 and Preset Race Colours; Primer Chapter 4.1.9]
