khanat-ressources-NeL/workspace/continents/newbieland/process.py
2013-07-24 21:45:31 +02:00

169 lines
4.9 KiB
Python

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