2013-07-24 19:45:31 +00:00
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#!/usr/bin/python
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#
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# \file config.py
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# \brief Process configuration
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# \date 2010-08-27 17:02GMT
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# \author Jan Boon (Kaetemi)
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# Python port of game data build pipeline.
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# Process configuration.
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#
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# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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# Copyright (C) 2010 Winch Gate Property Limited
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as
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# published by the Free Software Foundation, either version 3 of the
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# License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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# You should have received a copy of the GNU Affero General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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#
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# *** PROCESS CONFIGURATION ***
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# *** PROCESS CONFIG ***
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ProcessToComplete = [ ]
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ProcessToComplete += [ "skel" ]
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ProcessToComplete += [ "swt" ]
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ProcessToComplete += [ "shape" ]
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ProcessToComplete += [ "anim" ]
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ProcessToComplete += [ "clodbank" ]
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# *** COMMON NAMES AND PATHS ***
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EcosystemName = "characters"
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EcosystemPath = "common/" + EcosystemName
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ContinentName = EcosystemName
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ContinentPath = EcosystemPath
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CommonName = ContinentName
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CommonPath = ContinentPath
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# *** SHAPE EXPORT OPTIONS ***
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# Compute lightmaps ?
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ShapeExportOptExportLighting = "true"
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# Cast shadow in lightmap ?
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ShapeExportOptShadow = "true"
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# Lighting limits. 0 : normal, 1 : soft shadows
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ShapeExportOptLightingLimit = 0
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# Lightmap lumel size
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ShapeExportOptLumelSize = "0.25"
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# Oversampling value. Can be 1, 2, 4 or 8
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ShapeExportOptOversampling = 1
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# Does the lightmap must be generated in 8 bits format ?
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ShapeExportOpt8BitsLightmap = "false"
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# Does the lightmaps export must generate logs ?
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ShapeExportOptLightmapLog = "true"
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# Coarse mesh texture mul size
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TextureMulSizeValue = "1.5"
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#panoply_file_list = panoply_files.txt ???
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#hls_bank_file_name = characters.hlsbank ???
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# *** CLODBANK OPTIONS ***
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ClodConfigFile = "stuff/lod_actors/lod_" + CommonName + "/clod_char_script.cfg"
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ClodBankFileName = CommonName + ".clodbank"
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# *** COARSE MESH TEXTURE NAME ***
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CoarseMeshTextureNames = [ ]
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# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM ***
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MultipleTilesPostfix = [ ]
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MultipleTilesPostfix += [ "_sp" ]
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MultipleTilesPostfix += [ "_su" ]
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MultipleTilesPostfix += [ "_au" ]
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MultipleTilesPostfix += [ "_wi" ]
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# *** SHADOW SKIN OPTIONS ***
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# Characters are made of approx 4000 polys with multiple Skins binded (legs, short, torso...). 35% => 1400 polys.
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2014-02-07 16:03:53 +00:00
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BuildShadowSkinEnabled = True
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2013-07-24 19:45:31 +00:00
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BuildShadowSkinRatio = 35
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BuildShadowSkinMaxface = 2000
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# *** ANIMATIONS OPTIONS ***
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DoOptimizeAnimations = 1
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