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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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0876456a22
Further GUI Editor improvements
96 lines
3.7 KiB
INI
96 lines
3.7 KiB
INI
// Config file for object_viewer.cfg. This file must be in the same directory than object_viewer.dll
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// your searhc pathes, (where to find textures, shapes, tiles, zones ...)
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search_pathes =
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{
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"w:\database\stuff\fyros\agents\_textures\actors",
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"w:\database\stuff\tryker\agents\_textures\actors",
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"w:\database\stuff\matis\agents\_textures\actors",
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"w:\database\stuff\zorai\agents\_textures\actors",
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"w:\database\stuff\fyros\agents\_textures\monster",
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"w:\database\stuff\tryker\agents\_textures\monster",
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"w:\database\stuff\matis\agents\_textures\monster",
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"w:\database\stuff\zorai\agents\_textures\monster",
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"w:\database\stuff\fyros\agents\_textures\accessories",
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"w:\database\stuff\tryker\agents\_textures\accessories",
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"w:\database\stuff\matis\agents\_textures\accessories",
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"w:\database\stuff\zorai\agents\_textures\accessories",
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"W:\Database\Stuff\Matis\Decors\_textures\batiments",
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"W:\Database\Stuff\zorai\Decors\_textures\batiments",
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"W:\Database\Stuff\tryker\Decors\_textures\batiments",
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"W:\Database\Stuff\fyros\Decors\_textures\batiments",
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"W:\Database\Stuff\fyros\Decors\_textures",
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"W:\Database\SFX\maps",
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"W:\Database\SFX\old_shapes",
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"W:\Database\Stuff\Primes_Racines\Agents\_textures\Monster",
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"W:\Database\Stuff\Jungle\Agents\_textures\Monster",
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"W:\Database\Stuff\Goo\Agents\_textures\monster",
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"W:\Database\Stuff\caravan\Agents\_textures\Actors",
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};
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recursive_search_pathes=
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{
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// "\\server\sound\ryzom_data_raw"
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"R:\code\ryzom\data\sound"
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};
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// can load dds if the tga is not available
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extensions_remapping = { "tga", "dds" };
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camera_focal = 75; // this is optional
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// sound related vars
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packed_sheet_path = "R:\code\ryzom\data\sound";
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sample_path = "R:\code\ryzom\data\sound\samplebanks\";
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//
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// Vegetable Landscape Setup (for vegetable edition). search_pathes must be OK.
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veget_tile_bank= ""; // this is optional, but obligatory for Vegetable Edit to work properly
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veget_tile_far_bank= ""; // this is optional, but obligatory for Vegetable Edit to work properly
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veget_landscape_zones= // this is optional, but obligatory for Vegetable Edit to work properly
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{
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};
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veget_landscape_threshold= 0.01; // this is optional
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veget_landscape_tile_near= 50; // this is optional
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veget_landscape_ambient = {17, 54, 100} ; // this is optional
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veget_landscape_diffuse = {241, 226, 244} ; // this is optional
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veget_landscape_snap_height= 1.70; // this is optional
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// veget setup
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veget_texture= ""; // this is optional, but important for Vegetable Edit to behave properly
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veget_ambient= {80, 80, 80}; // this is optional
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veget_diffuse= {255, 255, 255}; // this is optional. NB: works like veget_landscape_diffuse (ie maxLightFactor possible)
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veget_light_dir= {0, 1, -1}; // this is optional
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veget_wind_dir= {1, 1, 0}; // this is optional
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veget_wind_freq= 0.5; // this is optional
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veget_wind_power= 1; // this is optional
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veget_wind_bend_min= 0; // this is optional
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// scene_light setup
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scene_light_enabled = 1; // this is optional. Usefull to load Igs with lights and see correct ligthing
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scene_light_sun_specular= {255, 255, 255}; // this is optional
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scene_light_sun_diffuse = {255, 255, 255}; // this is optional
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scene_light_sun_ambiant = {64, 64, 64}; // this is optional
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scene_light_sun_dir = {1, 0, -1}; // this is optional
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// scale the played position of all the skeletons by this value (default 1).
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character_scale_pos= 1;
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// "opengl" (default) or "direct3d"
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driver = "opengl";
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// Fog
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fog = 0;
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fog_color = { 64, 64, 64};
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fog_start = 250;
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fog_end = 500;
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// Clouds
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cloud_count = 0;
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cloud_diffuse = {255,255,255};
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cloud_ambient = {120,140,160};
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cloud_speed = 5.0;
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cloud_update_period = 120.0;
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cloud_wind_speed = 2.0;
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