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