khanat-ressources-NeL/workspace/ecosystems/desert/process.py
2014-02-07 17:03:53 +01:00

130 lines
3.6 KiB
Python

#!/usr/bin/python
#
# #################################################################
# ## WARNING : this is a generated file, don't change it !
# #################################################################
#
# \file config.py
# \brief Process configuration
# \date 2014-02-07-16-00-GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration for 'desert' ecosystem.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# 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 <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "shape" ]
ProcessToComplete += [ "map" ]
ProcessToComplete += [ "smallbank" ]
ProcessToComplete += [ "farbank" ]
ProcessToComplete += [ "tiles" ]
ProcessToComplete += [ "displace" ]
ProcessToComplete += [ "veget" ]
ProcessToComplete += [ "vegetset" ]
ProcessToComplete += [ "ligo" ]
ProcessToComplete += [ "pacs_prim" ]
# *** ECOSYSTEM AND CONTINENT NAMES ***
EcosystemName = "desert"
EcosystemPath = "ecosystems/" + EcosystemName
CommonName = EcosystemName
CommonPath = EcosystemPath
# *** MAP EXPORT OPTIONS ***
PanoplyFileList = [ ]
HlsBankFileName = ""
# *** SHAPE EXPORT OPTIONS ***
# Compute lightmaps ?
ShapeExportOptExportLighting = "true"
# Cast shadow in lightmap ?
ShapeExportOptShadow = "true"
# Lighting limits. 0 : normal, 1 : soft shadows
ShapeExportOptLightingLimit = 1
# 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 = "true"
# Does the lightmaps export must generate logs ?
ShapeExportOptLightmapLog = "true"
# Coarse mesh texture mul size
TextureMulSizeValue = "1.5"
ClodConfigFile = ""
# *** COARSE MESH TEXTURE NAME ***
CoarseMeshTextureNames = [ ]
CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_sp" ]
CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_su" ]
CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_au" ]
CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_wi" ]
# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM ***
MultipleTilesPostfix = [ ]
MultipleTilesPostfix += [ "_sp" ]
MultipleTilesPostfix += [ "_su" ]
MultipleTilesPostfix += [ "_au" ]
MultipleTilesPostfix += [ "_wi" ]
# *** BANK EXPORT OPTIONS ***
# Name of the tilebank to use
BankTileBankName = EcosystemName
# *** RBANK EXPORT OPTIONS ***
# Output names
RbankRbankName = "_invalid"
# *** LIGO OPTIONS ***
LigoExportLand = ""
LigoExportOnePass = 0
# *** MAPS OPTIONS ***
ReduceBitmapFactor = 0
# list all panoply files
MapPanoplyFileList = None
# name of the .hlsbank to build.
MapHlsBankFileName = None
# *** SHAPE BUILD OPTIONS *
BuildShadowSkinEnabled = False
ClodConfigFile = ""
# *** PACS_PRIM OPTIONS ***
WantLandscapeColPrimPacsList = True