// repertory of textures bases (no-colorized)
input_path_texbase = "data\\texbases";

// repertory of masks (original)
input_path_mask = "data\\masks";

// repertory output of masks optimized created 
output_path_mask_optimized = "data\\output_mask";

// file of infos colorization average for the client
output_path_cgi = "data\\output_cfg";

// file of infos about multiplexing texture for the client 
output_path_gtm = "data\\output_cfg";

// additionnal paths to search for textures
additionnal_paths = { "panoply", "data" };

// The input path for textures
input_path = "panoply";

// the output path for result textures
output_path = "png";

// output files format used
output_format = "png";

// A character that is as a separator between extension
default_separator = "_";

// the types of bitmaps that must be loaded from the source folder
bitmap_extensions = { "tga", "png" };


// the extension for the masks of the texture
// If "mask1" is a extension, and that there's a bitmap name "tex_mask1", it is a "mask1" mask for tex
// Each mask has its own set of colors
mask_extensions = { "skin", "user", "hair" };


// Let's define colors for mask1
// hues are in the [0, 360] range and are interpreted as an absolute value
// 0 Red
// 60 Yellow
// 120 Green
// 180 Cyan
// 240 Blue
// 300 Magenta

// lightness are in the [-1, 1] range and are interpreted as a relative value
// brightness are in the [-1, 1] range and are interpreted as a relative value

// luminosities is interpreted as an added gray level. It usually ranges from -100 to 100 (like with photoshop)
// A luminositie of 0 means it is unmodified
// contrasts modulate the distance between colors components and the avg grey in the bitmap
// If the contrasts is 0 we got unmodified color.
// If the contrast is 100 the colors becomes pure
// If the contrast is -100 the colors becomes grey


skin_hues = 	 { 0, 60, 120, 180, 240, 300 };
skin_lightness  = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
skin_saturations = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };

skin_luminosities = { 0.0, 0.0, 0.0, 0.0, 0.0 , 0.0};
skin_constrasts = { -100.0, -50.0, -20.0, 0.0, 50.0, 100.0 };

// the color ids define the letters that are used to build the file name. Case is ignored. Several caharacters may be used
skin_color_id = { "0", "1", "2", "3", "4", "5" };

/////////////////////////////////////////////

user_hues = 	 { 0, 60, 120, 180, 240, 300 };
user_lightness  = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
user_saturations = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };

user_luminosities = { 0.0, 10.0, 30.0, 50.0, 80.0, 100.0 };
user_constrasts = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };

// the color ids define the letters that are used to build the file
user_color_id = { "A", "B", "C", "D", "E", "F" };

/////////////////////////////////////////////

hair_hues = 	 { 0, 60, 120, 180, 240, 300 };
hair_lightness  = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
hair_saturations = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };

hair_luminosities = { 0.0, 10.0, 30.0, 50.0, 80.0, 100.0 };
hair_constrasts = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };

// the color ids define the letters that are used to build the file
hair_color_id = { "G", "H", "I", "J", "K", "L" };