khanat-opennel-code/code/nel/tools/3d/build_gamedata/cfg/panoply.cfg
Laszlo Kis-Adam 0876456a22 Merged in dfighter1985/ryzomcore/dfighter-tools (pull request #93)
Further GUI Editor improvements
2014-10-13 20:17:57 +02:00

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INI

// This configuration file help creating a panoply of textures from a base textures and masks
// The input path for textures
//input_path = "panoply";
// additionnal paths to search for masks textures
//additionnal_paths = { "panoply" };
// the output path for result textures
output_path = "tga";
// A character that is used to generate output names when a mask is not defined for a texture.
default_col_char = "_";
// the types of bitmaps that must be loaded from the source folder
bitmap_extensions = { "tga" };
// the extension for the masks of the texture
// If "mask1" is a extension, and that there's a bitmap name "tex_mask1", it is a "mask1" mask for tex
// Each mask has its own set of colors
mask_extensions = { "mask1", "mask2" };
// Let's define colors for mask1
// hues are in the [0, 360] range and are interpreted as an absolute value
// 0 Red
// 60 Yellow
// 120 Green
// 180 Cyan
// 240 Blue
// 300 Magenta
// lightness are in the [-1, 1] range and are interpreted as a relative value
// brightness are in the [-1, 1] range and are interpreted as a relative value
// luminosities is interpreted as an added gray level. It usually ranges from -100 to 100 (like with photoshop)
// A luminositie of 0 means it is unmodified
// contrasts modulate the distance between colors components and the avg grey in the bitmap
// If the contrasts is 0 we got unmodified color.
// If the contrast is 100 the colors becomes pure
// If the contrast is -100 the colors becomes grey
mask1_hues = { 0, 60, 120, 180, 240, 300 };
mask1_lightness = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
mask1_saturations = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
mask1_luminosities = { 0.0, 0.0, 0.0, 0.0, 0.0 , 0.0};
mask1_constrasts = { -100.0, -50.0, -20.0, 0.0, 50.0, 100.0 };
// the color ids define the letters that are used to build the file
mask1_color_id = { "_0", "_1", "_2", "_3", "_4", "_5" };
/////////////////////////////////////////////
mask2_hues = { 0, 60, 120, 180, 240, 300 };
mask2_lightness = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
mask2_saturations = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
mask2_luminosities = { 0.0, 10.0, 30.0, 50.0, 80.0, 100.0 };
mask2_constrasts = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
// the color ids define the letters that are used to build the file
mask2_color_id = { "_0", "_1", "_2", "_3", "_4", "_5" };