169 lines
4.9 KiB
Python
169 lines
4.9 KiB
Python
#!/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 2010-05-24 06:30GMT
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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 += [ "properties" ]
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ProcessToComplete += [ "map" ]
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ProcessToComplete += [ "shape" ]
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ProcessToComplete += [ "ligo" ]
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ProcessToComplete += [ "zone" ]
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ProcessToComplete += [ "ig" ] # fully implemented
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ProcessToComplete += [ "zone_light" ] # works, need to check completeness
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ProcessToComplete += [ "rbank" ]
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ProcessToComplete += [ "ig_light" ] # fully implemented
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ProcessToComplete += [ "ps" ]
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ProcessToComplete += [ "ai_wmap" ]
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# *** ECOSYSTEM AND CONTINENT NAMES ***
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EcosystemName = "jungle"
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EcosystemPath = "ecosystems/" + EcosystemName
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ContinentName = "newbieland"
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ContinentPath = "continents/" + ContinentName
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CommonName = ContinentName
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CommonPath = ContinentPath
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# *** LANDSCAPE NAME ***
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LandscapeName = ContinentName
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# *** CONTINENT FILE ***
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ContinentFile = ContinentName + "/" + ContinentName + ".continent"
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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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DoBuildShadowSkin = 0
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ClodConfigFile = ""
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# *** COARSE MESH TEXTURE NAME ***
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CoarseMeshTextureNames = [ ]
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# *** BANK EXPORT OPTIONS ***
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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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# Name of the tilebank to use
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BankTileBankName = EcosystemName
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# *** LIGO OPTIONS ***
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LigoExportLand = ContinentName + ".land"
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LigoExportOnePass = 0
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LigoExportColormap = "colormap_" + ContinentName + ".png"
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LigoExportHeightmap1 = "big_" + ContinentName + ".png"
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LigoExportZFactor1 = "1.0"
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LigoExportHeightmap2 = "noise_" + ContinentName + ".png"
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LigoExportZFactor2 = "0.5"
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LigoTileBankFile = "landscape/_texture_tiles/" + EcosystemName + "/" + EcosystemName + ".bank"
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# *** ZONE REGIONS ( up-left, down-right ) ***
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ZoneRegions = [ ]
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ZoneRegions += [ [ "65_bz" ] + [ "77_cs" ] ]
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# *** RBANK OPTIONS ***
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# Options
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RBankVerbose = 0
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RBankConsistencyCheck = 0
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RbankReduceSurfaces = 1
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RbankSmoothBorders = 1
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RbankComputeElevation = 0
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RbankComputeLevels = 1
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RbankLinkElements = 1
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RbankCutEdges = 1
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RbankUseZoneSquare = 0
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# Region to compute ( ALPHA UPPER CASE! )
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RbankZoneUl = "65_BZ"
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RbankZoneDr = "77_CS"
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# Output names
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RbankRbankName = LandscapeName
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# Import ig pathes
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#RbankIgPaths = [ ] # ExportBuildDirectory/...
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#RbankIgPaths += [ "continents/" + ContinentName + "/ig_other" ]
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#RbankIgPaths += [ "continents/" + ContinentName + "/ig_land" ]
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# Import shape pathes
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#RbankShapePaths = [ ] # ExportBuildDirectory/...
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#RbankShapePaths += [ "continents/" + ContinentName + "/shape" ]
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#RbankShapePaths += [ "continents/" + ContinentName + "/shape_with_coarse_mesh_builded" ]
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#RbankShapePaths += [ "ecosystems/" + EcosystemName + "/shape" ]
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#RbankShapePaths += [ "ecosystems/" + EcosystemName + "/shape_with_coarse_mesh_builded" ]
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#RbankShapePaths += [ "common/sfx/ps" ]
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# RbankShapePaths += [ "l:/leveldesign/world_edit_files" ]
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# *** MAPS OPTIONS ***
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ReduceBitmapFactor = 0
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# list all panoply files
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MapPanoplyFileList = None
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# name of the .hlsbank to build.
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MapHlsBankFileName = None
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# *** AI WMAP OPTIONS ***
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AiWmapContinentName = ContinentName
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AiWmapVerbose = 0
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AiWmapStartPoints = [ ]
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AiWmapStartPoints += [ ContinentName + " 8523 -10846" ]
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AiWmapStartPoints += [ ContinentName + " 10314 -11743" ]
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