khanat-opennel-code/code/ryzom/tools/build_gamedata/workspace/common/construction/process.py

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-08-27 17:02GMT
# \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 += [ "shape" ]
ProcessToComplete += [ "map" ]
ProcessToComplete += [ "ig" ]
ProcessToComplete += [ "ig_light" ]
# *** COMMON NAMES AND PATHS ***
EcosystemName = "construction"
EcosystemPath = "common/" + EcosystemName
ContinentName = EcosystemName
ContinentPath = EcosystemPath
CommonName = ContinentName
CommonPath = ContinentPath
# *** 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 = [ ]
# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM ***
MultipleTilesPostfix = [ ]
MultipleTilesPostfix += [ "_sp" ]
MultipleTilesPostfix += [ "_su" ]
MultipleTilesPostfix += [ "_au" ]
MultipleTilesPostfix += [ "_wi" ]
# Name of the tilebank to use
BankTileBankName = ""
# *** LANDSCAPE NAME ***
LandscapeName = ""
# *** LIGO OPTIONS ***
LigoExportLand = ""
LigoExportOnePass = 0
LigoExportColormap = "colormap_invalid.png"
LigoExportHeightmap1 = "big_invalid.png"
LigoExportZFactor1 = "1.0"
LigoExportHeightmap2 = "noise_invalid.png"
LigoExportZFactor2 = "0.5"
LigoTileBankFile = ""
# *** MAPS OPTIONS ***
ReduceBitmapFactor = 0
# *** ANIMATIONS OPTIONS ***
DoOptimizeAnimations = 0