diff --git a/code/ryzom/tools/build_gamedata/workspace/common/cfg/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/cfg/directories.py deleted file mode 100644 index f5bcc766a..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/cfg/directories.py +++ /dev/null @@ -1,82 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -CommonName = "cfg" -CommonPath = "common/" + CommonName - - -# *** DIRECT SOURCE DIRECTORIES *** - -# Copy dir directories -CopyDirectSourceDirectories = [ ] -CopyDirectSourceFiles = [ ] - - -# *** SOURCE DIRECTORIES IN LEVELDESIGN *** -CopyLeveldesignSourceDirectories = [ ] -CopyLeveldesignSourceFiles = [ ] -CopyLeveldesignWorldSourceDirectories = [ ] -CopyLeveldesignWorldSourceFiles = [ ] -CopyLeveldesignDfnSourceDirectories = [ ] -CopyLeveldesignDfnSourceFiles = [ ] - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Copy dir directories -CopyDatabaseSourceDirectories = [ ] -CopyDatabaseSourceFiles = [ ] - - -# *** SPECIAL SOURCES *** - -# Copy dir directories -CopyWindowsExeDllCfgSourceFiles = [ ] - -CopyWindowsExeDllCfgSourceFiles += [ "client_cpu_1.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_cpu_2.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_cpu_3.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_cpu_4.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_gpu_1.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_gpu_2.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_gpu_3.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_gpu_4.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_ram_256.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_ram_512.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_sound_buffer.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_vram_32.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_vram_64.cfg" ] -CopyWindowsExeDllCfgSourceFiles += [ "client_vram_128.cfg" ] - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Copy -CopyInstallDirectory = CommonName diff --git a/code/ryzom/tools/build_gamedata/workspace/common/cfg/process.py b/code/ryzom/tools/build_gamedata/workspace/common/cfg/process.py deleted file mode 100644 index 4e3b52ab0..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/cfg/process.py +++ /dev/null @@ -1,37 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "copy" ] - - -# *** COMMON NAMES AND PATHS *** -CommonName = "cfg" -CommonPath = "common/" + CommonName - diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters/anim_builder.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters/anim_builder.cfg deleted file mode 100644 index 08128b23e..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/characters/anim_builder.cfg +++ /dev/null @@ -1,15 +0,0 @@ - -// *************************** -// Animation Optimizer -// *************************** - -// Tracks which contain one of those name (eg "Bip01 Finger11.rotquat") will be mark as "Low Precision". -// Usefull for memory optimisation. Avoid setting legs or root bones. Warning: case sensitive. -anim_low_precision_tracks= -{ -"Finger", -"Ponytail", -}; - -// The Sample Rate. -anim_sample_rate= 30; diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/characters/directories.py deleted file mode 100644 index 0751eb523..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/characters/directories.py +++ /dev/null @@ -1,190 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "characters" -EcosystemPath = "common/" + EcosystemName -ContinentName = EcosystemName -ContinentPath = EcosystemPath -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Skeleton directories -SkelSourceDirectories = [ ] -SkelSourceDirectories += [ "stuff/fyros/agents/actors/male/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/fyros/agents/actors/female/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/actors/male/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/actors/female/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/zorai/agents/actors/male/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/zorai/agents/actors/female/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/matis/agents/actors/male/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/matis/agents/actors/female/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/matis/agents/actors/roadsign/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/caravan/agents/actors/male/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/caravan/agents/actors/female/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/caravan/agents/actors/ship/animation/skeletons" ] - -# Skeleton template weight directories -SwtSourceDirectories = [ ] -SwtSourceDirectories += [ "stuff/fyros/agents/actors/male/animation/swt" ] -SwtSourceDirectories += [ "stuff/fyros/agents/actors/female/animation/swt" ] -SwtSourceDirectories += [ "stuff/tryker/agents/actors/male/animation/swt" ] -SwtSourceDirectories += [ "stuff/tryker/agents/actors/female/animation/swt" ] -SwtSourceDirectories += [ "stuff/matis/agents/actors/male/animation/swt" ] -SwtSourceDirectories += [ "stuff/matis/agents/actors/female/animation/swt" ] -SwtSourceDirectories += [ "stuff/zorai/agents/actors/male/animation/swt" ] -SwtSourceDirectories += [ "stuff/zorai/agents/actors/female/animation/swt" ] -SwtSourceDirectories += [ "stuff/caravan/agents/actors/male/animation/swt" ] -SwtSourceDirectories += [ "stuff/caravan/agents/actors/female/animation/swt" ] - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "stuff/fyros/agents/actors/male" ] -ShapeSourceDirectories += [ "stuff/fyros/agents/actors/female" ] -ShapeSourceDirectories += [ "stuff/fyros/agents/actors/visages" ] -ShapeSourceDirectories += [ "stuff/fyros/agents/actors/bots" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/actors/male" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/actors/female" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/actors/visages" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/actors/bots" ] -ShapeSourceDirectories += [ "stuff/matis/agents/actors/male" ] -ShapeSourceDirectories += [ "stuff/matis/agents/actors/female" ] -ShapeSourceDirectories += [ "stuff/matis/agents/actors/visages" ] -ShapeSourceDirectories += [ "stuff/matis/agents/actors/bots" ] -ShapeSourceDirectories += [ "stuff/matis/agents/actors/roadsign" ] -ShapeSourceDirectories += [ "stuff/zorai/agents/actors/male" ] -ShapeSourceDirectories += [ "stuff/zorai/agents/actors/female" ] -ShapeSourceDirectories += [ "stuff/zorai/agents/actors/visages" ] -ShapeSourceDirectories += [ "stuff/zorai/agents/actors/bots" ] -ShapeSourceDirectories += [ "stuff/caravan/agents/actors/female" ] -ShapeSourceDirectories += [ "stuff/caravan/agents/actors/male" ] -ShapeSourceDirectories += [ "stuff/caravan/agents/actors/visages" ] -ShapeSourceDirectories += [ "stuff/caravan/agents/actors/ship" ] -ShapeSourceDirectories += [ "stuff/generique/agents/actors/female" ] -ShapeSourceDirectories += [ "stuff/generique/agents/actors/male" ] -ShapeSourceDirectories += [ "stuff/generique/agents/actors/visages" ] - -# Animation directories -AnimSourceDirectories = [ ] -AnimSourceDirectories += [ "stuff/fyros/agents/actors/male/animation/anims" ] -AnimSourceDirectories += [ "stuff/fyros/agents/actors/female/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/actors/male/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/actors/female/animation/anims" ] -AnimSourceDirectories += [ "stuff/matis/agents/actors/male/animation/anims" ] -AnimSourceDirectories += [ "stuff/matis/agents/actors/female/animation/anims" ] -AnimSourceDirectories += [ "stuff/matis/agents/actors/roadsign/animation/anims" ] -AnimSourceDirectories += [ "stuff/zorai/agents/actors/male/animation/anims" ] -AnimSourceDirectories += [ "stuff/zorai/agents/actors/female/animation/anims" ] -AnimSourceDirectories += [ "stuff/caravan/agents/actors/male/animation/anims" ] -AnimSourceDirectories += [ "stuff/caravan/agents/actors/female/animation/anims" ] -AnimSourceDirectories += [ "stuff/caravan/agents/actors/ship/animation/anims" ] - -# cLoD shape directories -ClodSourceDirectories = [ ] -ClodSourceDirectories += [ "stuff/lod_actors/lod_" + CommonName ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ CommonPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ CommonPath + "/shape_with_coarse_mesh" ] - -# Map lookup directories used by shape -MapLookupDirectories = [ ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Skeleton directories -SkelExportDirectory = CommonPath + "/skel" - -# Skeleton template weight directories -SwtExportDirectory = CommonPath + "/swt" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# Animation directories -AnimExportDirectory = CommonPath + "/anim_export" -AnimTagExportDirectory = CommonPath + "/anim_tag" - -# cLoD directories -ClodExportDirectory = CommonPath + "/clod_export" -ClodTagExportDirectory = CommonPath + "/clod_tag_export" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - -# Animation directories -AnimBuildDirectory = CommonPath + "/anim" - -# cLoD directories -ClodBankBuildDirectory = CommonPath + "/clod_bank" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" -LightmapInstallDirectory = ShapeInstallDirectory - -# Animation directory -AnimInstallDirectory = CommonName + "_animations" - -# Skeleton directory -SkelInstallDirectory = CommonName + "_skeletons" - -# Skeleton directory -SwtInstallDirectory = CommonName + "_swt" diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters/process.py b/code/ryzom/tools/build_gamedata/workspace/common/characters/process.py deleted file mode 100644 index 1250ae387..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/characters/process.py +++ /dev/null @@ -1,108 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "skel" ] -ProcessToComplete += [ "swt" ] -ProcessToComplete += [ "shape" ] -ProcessToComplete += [ "anim" ] -ProcessToComplete += [ "clodbank" ] - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "characters" -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 - - -#panoply_file_list = panoply_files.txt ??? -#hls_bank_file_name = characters.hlsbank ??? - - - -# *** CLODBANK OPTIONS *** - -ClodConfigFile = "stuff/lod_actors/lod_" + CommonName + "/clod_char_script.cfg" -ClodBankFileName = CommonName + ".clodbank" - - -# *** COARSE MESH TEXTURE NAME *** -CoarseMeshTextureNames = [ ] - - -# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM *** -MultipleTilesPostfix = [ ] -MultipleTilesPostfix += [ "_sp" ] -MultipleTilesPostfix += [ "_su" ] -MultipleTilesPostfix += [ "_au" ] -MultipleTilesPostfix += [ "_wi" ] - - -# *** SHADOW SKIN OPTIONS *** -# Characters are made of approx 4000 polys with multiple Skins binded (legs, short, torso...). 35% => 1400 polys. -BuildShadowSkin = 1 -BuildShadowSkinRatio = 35 -BuildShadowSkinMaxface = 2000 - - -# *** ANIMATIONS OPTIONS *** - -DoOptimizeAnimations = 1 diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/directories.py deleted file mode 100644 index e58a3e0a6..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/directories.py +++ /dev/null @@ -1,78 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "characters_maps_hr" -EcosystemPath = "common/" + EcosystemName -ContinentName = EcosystemName -ContinentPath = EcosystemPath -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "stuff/caravan/agents/_textures/actors" ] -MapSourceDirectories += [ "stuff/caravan/agents/_textures/actors/visages" ] - -MapUncompressedSourceDirectories = [ ] - -MapPanoplySourceDirectories = [ ] -MapPanoplySourceDirectories += [ [ "panoply_common.cfg" ] + [ "panoply_matis.cfg" ] + [ "stuff/matis/agents/_textures/actors" ] + [ "stuff/matis/agents/_textures/actors/mask" ] ] -MapPanoplySourceDirectories += [ [ "panoply_common.cfg" ] + [ "panoply_tryker.cfg" ] + [ "stuff/tryker/agents/_textures/actors" ] + [ "stuff/tryker/agents/_textures/actors/mask" ] ] -MapPanoplySourceDirectories += [ [ "panoply_common.cfg" ] + [ "panoply_fyros.cfg" ] + [ "stuff/fyros/agents/_textures/actors" ] + [ "stuff/fyros/agents/_textures/actors/mask" ] ] -MapPanoplySourceDirectories += [ [ "panoply_common.cfg" ] + [ "panoply_zorai.cfg" ] + [ "stuff/zorai/agents/_textures/actors" ] + [ "stuff/zorai/agents/_textures/actors/mask" ] ] -MapPanoplySourceDirectories += [ [ "panoply_common.cfg" ] + [ "panoply_generique.cfg" ] + [ "stuff/generique/agents/_textures/actors" ] + [ "stuff/generique/agents/_textures/actors/mask" ] ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName -BitmapInstallDirectory = MapInstallDirectory diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_common.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_common.cfg deleted file mode 100644 index ad93114b0..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_common.cfg +++ /dev/null @@ -1,64 +0,0 @@ - -// A character that is used to generate output names when a mask is not defined for a texture. -default_col_char = "_"; -// default ascii character for unused masks -default_separator = "_"; - -// output format -output_format = "tga"; - -// the types of bitmaps that must be loaded from the source folder -bitmap_extensions = { "TGA", "tga", "PNG", "png" }; - -// tranform 512*512 to 64*64 by default -// low_def_shift = 3; - -///////////////////////////////////////////// - -// 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 = { 30, 40, 35, 220 }; -skin_hues = { 23, 28, 27, 220 }; -skin_lightness = { -0.1, 0.1, 0.0, -0.2 }; -skin_saturations = { 0.05, -0.15, 0.0, -0.3 }; - -skin_luminosities = { 0.0, 0.0, 0.0, 0.0 }; -skin_constrasts = { 0.0, 0.0, 0.0, 0.0 }; - -// the color ids define the letters that are used to build the file -skin_color_id = { "FY", "MA", "TR", "ZO" }; - -///////////////////////////////////////////// - -//user_hues = { 0, 35, 80, 150, 210, 250, 0, 0 }; -user_hues = { 10, 30, 78, 153, 212, 345, 35, 235 }; -user_lightness = { 0.0, 0.0, 0.0, -0.05, 0.0, 0.0, 0.1, -0.1 }; -user_saturations = { 0.3, 0.2, 0.1, 0.25, -0.02, 0.0, -0.2, -0.25 }; - -user_luminosities = { -20, 0, -10, -20, -30, -35, 50, -30 }; -user_constrasts = { 0, 0, 5, 5, 7, 10, 40, -10 }; - -// the color ids define the letters that are used to build the file -//user_color_id = { "_A", "_B", "_C", "_D", "_E", "_F", "blanc", "noir" }; -user_color_id = { "U1", "U2", "U3", "U4", "U5", "U6", "U7", "U8" }; - -///////////////////////////////////////////// diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_fyros.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_fyros.cfg deleted file mode 100644 index 83240b242..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_fyros.cfg +++ /dev/null @@ -1,31 +0,0 @@ - -// 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" ,"eyes" }; - -///////////////////////////////////////////// - -hair_hues = { 18, 42, 25, 10, 20, 240 }; -hair_lightness = { 0.1, 0.1, 0.1, 0.0, -0.1, -0.2 }; -hair_saturations = { -0.3, 0.2, 0.2, 0.4, 0.1, -0.3 }; - -hair_luminosities = { 25.0, 10.0, 10.0, 10.0, 1.0, 20.0 }; -hair_constrasts = {40.0, 65.0, 40.0, 20.0, 20.0, 50.0 }; - -// the color ids define the letters that are used to build the file -hair_color_id = { "H1", "H2", "H3", "H4", "H5", "H6" }; - -///////////////////////////////////////////// - -eyes_hues = { 50, 40, 10, 02, 250, 180, 90, 130 }; -eyes_lightness = { 0.2, 0.0, -0.1, -0.2, -0.1, -0.1, -0.1, -0.2 }; -eyes_saturations = { -0.4, 0.2, 0.2, 0.1, -0.1, -0.2, -0.1, -0.2 }; - -eyes_luminosities = { 10.0, 5.0, 10.0, 00.0, 10.0, 30.0, 10.0, 0.0 }; -eyes_constrasts = { 20.0, 20.0, 20.0, 50.0, 40.0, 50.0, 40.0, 40.0 }; - -// the color ids define the letters that are used to build the file -eyes_color_id = { "E1", "E2", "E3", "E4", "E5", "E6", "E7", "E8" }; - -///////////////////////////////////////////// diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_generique.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_generique.cfg deleted file mode 100644 index 41bd8a2ef..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_generique.cfg +++ /dev/null @@ -1,7 +0,0 @@ - -// 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" }; - -///////////////////////////////////////////// diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_matis.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_matis.cfg deleted file mode 100644 index c1f394fbc..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_matis.cfg +++ /dev/null @@ -1,31 +0,0 @@ - -// 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" ,"eyes" }; - -///////////////////////////////////////////// - -hair_hues = { 30, 35, 15, 20, 140, 240 }; -hair_lightness = { 0.1, 0.1, 0.1, 0.1, 0.0, -0.1 }; -hair_saturations = { -0.2, 0.2, -0.1, 0.1, -0.2, -0.3 }; - -hair_luminosities = { 25.0, 25.0, 20.0, 0.0, 40.0, 0.0 }; -hair_constrasts = {40.0, 60.0, 60.0, 40.0, 25.0, 10.0 }; - -// the color ids define the letters that are used to build the file -hair_color_id = { "H1", "H2", "H3", "H4", "H5", "H6" }; - -///////////////////////////////////////////// - -eyes_hues = { 20, 30, 20, 200, 70, 130, 320, 200 }; -eyes_lightness = { 0.1, 0.0, -0.1, 0.0, 0.0, -0.1, -0.2, -0.2 }; -eyes_saturations = { -0.4, 0.2, 0.1, -0.2, -0.1, -0.2, -0.1, -0.3 }; - -eyes_luminosities = { 50.0, 5.0, 0.0, 20.0, 10.0, 20.0, 0.0, 0.0 }; -eyes_constrasts = { 40.0, 20.0, 50.0, 50.0, 40.0, 40.0, 20.0, 40.0 }; - -// the color ids define the letters that are used to build the file -eyes_color_id = { "E1", "E2", "E3", "E4", "E5", "E6", "E7", "E8" }; - -///////////////////////////////////////////// diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_tryker.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_tryker.cfg deleted file mode 100644 index 4e87ecd01..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_tryker.cfg +++ /dev/null @@ -1,31 +0,0 @@ - -// 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" ,"eyes" }; - -///////////////////////////////////////////// - -hair_hues = { 140, 40, 20, 330, 300, 175 }; -hair_lightness = { 0.1, 0.1, -0.1, 0.0, -0.1, -0.2 }; -hair_saturations = { -0.3, 0.2, 0.1, 0.3, 0.1, 0.3 }; - -hair_luminosities = { 30.0, 20.0, 0.0, 10.0, 10.0, 0.0 }; -hair_constrasts = {40.0, 60.0, 30.0, 40.0, 40.0, 10.0 }; - -// the color ids define the letters that are used to build the file -hair_color_id = { "H1", "H2", "H3", "H4", "H5", "H6" }; - -///////////////////////////////////////////// - -eyes_hues = { 60, 40, 10, 250, 70, 320, 10, 200 }; -eyes_lightness = { 0.2, 0.0, -0.1, 0.1, -0.1, -0.1, -0.2, -0.2 }; -eyes_saturations = { -0.4, 0.1, 0.1, 0.0, -0.1, 0.0, -0.1, -0.3 }; - -eyes_luminosities = { 10.0, 5.0, 0.0, 20.0, 10.0, 10.0, 0.0, 0.0 }; -eyes_constrasts = { 20.0, 20.0, 20.0, 40.0, 40.0, 40.0, 20.0, 40.0 }; - -// the color ids define the letters that are used to build the file -eyes_color_id = { "E1", "E2", "E3", "E4", "E5", "E6", "E7", "E8" }; - -///////////////////////////////////////////// diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_zorai.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_zorai.cfg deleted file mode 100644 index ec0da6045..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_zorai.cfg +++ /dev/null @@ -1,19 +0,0 @@ - -// 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" }; - -///////////////////////////////////////////// - -hair_hues = { 40, 70, 100, 20, 200, 280 }; -hair_lightness = { 0.1, 0.0, -0.1, 0.0, 0.0, 0.0 }; -hair_saturations = { 0.3, 0.3, 0.3, 0.5, 0.3, 0.3 }; - -hair_luminosities = { 0.0, 0.0, 20.0, 0.0, 20.0, 20.0 }; -hair_constrasts = {50.0, 40.0, 30.0, 40.0, 40.0, 40.0 }; - -// the color ids define the letters that are used to build the file -hair_color_id = { "H1", "H2", "H3", "H4", "H5", "H6" }; - -///////////////////////////////////////////// diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/process.py b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/process.py deleted file mode 100644 index c15ea5d24..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/process.py +++ /dev/null @@ -1,81 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "map" ] - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "characters_maps_hr" -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" ] - -# *** MAPS OPTIONS *** -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = "panoply_files.txt" -# name of the .hlsbank to build. -MapHlsBankFileName = "characters.hlsbank" diff --git a/code/ryzom/tools/build_gamedata/workspace/common/construction/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/construction/directories.py deleted file mode 100644 index 8228ac9b4..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/construction/directories.py +++ /dev/null @@ -1,168 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "construction" -EcosystemPath = "common/" + EcosystemName -ContinentName = EcosystemName -ContinentPath = EcosystemPath -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES LEVELDESIGN/WORLD *** -ContinentLeveldesignWorldDirectory = "" # DISABLED - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "stuff/Generique/Decors/Constructions" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "stuff/Generique/Decors/_Textures/Batiments" ] - -MapUncompressedSourceDirectories = [ ] - -# Ligo directories -LigoBaseSourceDirectory = "landscape/ligo" - -# Ig directories -IgLandSourceDirectories = [ ] -IgOtherSourceDirectories = [ ] -IgOtherSourceDirectories += [ "stuff/Generique/Decors/Constructions" ] -IgPrimitiveSourceDirectories = [ ] - -# Tiles root directory -TileRootSourceDirectory = "landscape/_texture_tiles" - -# Displace directory -DisplaceSourceDirectory = "landscape/_texture_tiles/displace" - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] -IgLookupDirectories += [ CommonPath + "/ig_land" ] -IgLookupDirectories += [ CommonPath + "/ig_other" ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -# ShapeLookupDirectories += [ CommonPath + "/ps" ] -ShapeLookupDirectories += [ CommonPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ CommonPath + "/shape_with_coarse_mesh" ] - -# Map lookup directories not yet used -MapLookupDirectories = [ ] -MapLookupDirectories += [ CommonPath + "/map_export" ] -MapLookupDirectories += [ CommonPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# Ig directories -IgStaticLandExportDirectory = CommonPath + "/ig_static_land" # Landscape IG eported from 3dsmax not elevated by the heightmap -IgStaticOtherExportDirectory = CommonPath + "/ig_static_other" # Village or construction IGs exported from 3dsmax -IgStaticTagExportDirectory = CommonPath + "/ig_static_tag" # Tag for exported 3dsmax files - -# Zone directories -ZoneWeldBuildDirectory = CommonPath + "/zone_weld" -ZoneDependBuildDirectory = CommonPath + "/zone_depend" -ZoneLightWaterShapesLightedExportDirectory = CommonPath + "/zone_lwsl_temp" #fixme -ZoneLightBuildDirectory = CommonPath + "/zone_lighted" #fixme -ZoneLightDependBuildDirectory = CommonPath + "/zone_lighted_depend" #fixme -ZoneLightIgLandBuildDirectory = CommonPath + "/zone_lighted_ig_land" #fixme - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - -# Ig directories -IgElevLandPrimBuildDirectory = CommonPath + "/ig_elev_land_prim" # landscape IG generated by the prim exporter (already elevated by the land exporter) -IgElevLandLigoBuildDirectory = CommonPath + "/ig_elev_land_ligo" # Landscape IG found in ligo bricks from 3dsmax elevated by the heightmap -IgElevLandStaticBuildDirectory = CommonPath + "/ig_elev_land_static" # Landscape IG eported from 3dsmax elevated by the heightmap -IgTempLandMergeBuildDirectory = CommonPath + "/ig_temp_land_merge" -IgTempLandCompareBuildDirectory = CommonPath + "/ig_temp_land_compare" # Tmp final IG directory for landscape IGs before comparison -IgLandBuildDirectory = CommonPath + "/ig_land" # Final IG directory for landscape IGs -IgOtherBuildDirectory = CommonPath + "/ig_other" # Final IG directory for village or construction IGs -IgOtherLightedBuildDirectory = CommonPath + "/ig_other_lighted" - -# Farbank directories -FarbankBuildDirectory = CommonPath + "/farbank" - -# Ligo directories -LigoZoneBuildDirectory = CommonPath + "/ligo_zones" -LigoIgLandBuildDirectory = CommonPath + "/ligo_ig_land" # Landscape IG found in ligo bricks not elevated by the heightmap -LigoIgOtherBuildDirectory = CommonPath + "/ligo_ig_other" # Village or construction IGs exported from ligo landscape - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName - -# Lightmap directory -LightmapInstallDirectory = CommonName - -# Animation directory -AnimInstallDirectory = CommonName - -# Ig directory -IgInstallDirectory = CommonName diff --git a/code/ryzom/tools/build_gamedata/workspace/common/construction/process.py b/code/ryzom/tools/build_gamedata/workspace/common/construction/process.py deleted file mode 100644 index f2259fa4b..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/construction/process.py +++ /dev/null @@ -1,114 +0,0 @@ -#!/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 -# 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 . -# - -# *** 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 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None - -# *** ANIMATIONS OPTIONS *** - -DoOptimizeAnimations = 0 diff --git a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_base.cfg b/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_base.cfg deleted file mode 100644 index 9539f7f2f..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_base.cfg +++ /dev/null @@ -1,53 +0,0 @@ - -// Bank file name -bank_name = ""; -bankfar_name = ""; - -// Search pathes -search_pathes = -{ - "%ExportBuildDirectory%/common/sfx/ps", // Sfx directory - "%ExportBuildDirectory%/common/sfx/shape_clodtex_build", // Sfx directory - "%ExportBuildDirectory%/common/sfx/shape_with_coarse_mesh", // Sfx directory - "%ExportBuildDirectory%/common/sfx/map_export", // Sfx directory - "%ExportBuildDirectory%/common/sfx/map_uncompressed", // Sfx directory - "%ExportBuildDirectory%/common/construction/shape_clodtex_build", // Construction directory - "%ExportBuildDirectory%/common/construction/shape_with_coarse_mesh", // Construction directory - "%ExportBuildDirectory%/common/construction/map_export", // Construction directory - "%ExportBuildDirectory%/common/construction/map_uncompressed", // Construction directory -}; - -// Additional ig file name -additionnal_ig = -{ - -}; - -// Sun direction. -//sun_direction = { -0.095, +1.0, -0.50 }; -sun_direction = { -0.776685, +0.216619, -0.59147 }; - -// Center of the landscape pointed by the sun -sun_center = {9954, -11017, 0}; - -// Distance of the sun -sun_distance = 50000; - -// FOV of the sun in radian -sun_fov = 0.52359877; // Pi / 6 - -// Sun radius, (for softshadow sampling) -sun_radius = 5000; - -// GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting -grbank= ""; - -// LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting -rbank= ""; - -// The lighter search in rbank any retriever with identifier ---igname*** as substring -// where --- is col_identifier_prefix and *** is col_identifier_suffix -// eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_", -// then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig. -col_identifier_prefix= ""; -col_identifier_suffix= ""; diff --git a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_draft.cfg b/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_draft.cfg deleted file mode 100644 index 07fad2f60..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_draft.cfg +++ /dev/null @@ -1,93 +0,0 @@ - -// Load instance group. 0 disable, 1 enable -load_ig = 0; - -// Use ig to compute dependencies 0 disable, 1 enable -compute_dependencies_with_igs = 0; - -// Enable shadows. 0 disable, 1 enable -shadow = 0; - -// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample. -zbuffer_landscape_size = 32768; - -// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this. -zbuffer_object_size = 98304; - -// Square root of the number of soft shadow samples -soft_shadow_samples_sqrt = 4; - -// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small -soft_shadow_jitter = 0.4; - -// Enable the sun contribution. 0 disable, 1 enable -sun_contribution = 1; - -// Enable the sky global illumaniation. 0 disable, 1 enable -sky_contribution = 0; - -// The sky global illumaniation intensity . [0 ~ 1] -sky_intensity = 0.20; - -// Accuracy of the sky global illumaniation algorithm in meter -global_illumination_cell_size = 5; - -// shadow bias for water surfaces -water_shadow_bias = 0.8; - -// ambient lighting for water. [0 ~ 1] -water_ambient = 0.3; - -// diffuse lighting for water. [0 ~ 1] -water_diffuse = 1.0; - -// true if the water color should be modulated with the source diffuse map -modulate_water_color = 0; - -// 1 if the water should receive sky lighting contribution -sky_contribution_for_water = 0; - -// Side length of landscape used to compute the sky global illumaniation in meter -global_illumination_length = 600; - -// Size of the quad grid side in meter. Should be a power of 2. (optimisation) -quad_grid_size = 512; - -// Size of a cell of the quad grid in meter. (optimisation) -quad_grid_cell_size = 1; - -// Number of CPU used to calculate the lightmaps. 0 for automatic detection. -cpu_num = 0; - -/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile -/// are above, below, or intersect a water surface (rough approximation). -/// As a matter of fact, these flags are processed during hte lighting as well. -vegetable_height = 2; - - - - -// *************************** -// Ig Lighting. -// *************************** -// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path - - -// Oversampling value, must be 0 (disable), 2, 4, 8, 16 -// This apply to surface cells and instances. -ig_oversampling = 16; - - -// IG Surface Lighting (for ig_light process only) - -// If SurfaceLighting enabled, define size of a cell (in meters) in a surface. -cell_surface_light_size = 1.5; - -// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs -cell_raytrace_delta_z = 0.2; - - -// Build debug surface shapes (slows the process) -build_debug_surface_shape= 0; - - diff --git a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_final.cfg b/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_final.cfg deleted file mode 100644 index 522c15d44..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_final.cfg +++ /dev/null @@ -1,93 +0,0 @@ - -// Load instance group. 0 disable, 1 enable -load_ig = 1; - -// Use ig to compute dependencies 0 disable, 1 enable -compute_dependencies_with_igs = 1; - -// Enable shadows. 0 disable, 1 enable -shadow = 1; - -// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample. -zbuffer_landscape_size = 32768; - -// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this. -zbuffer_object_size = 98304; - -// Square root of the number of soft shadow samples -soft_shadow_samples_sqrt = 4; - -// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small -soft_shadow_jitter = 0.4; - -// Enable the sun contribution. 0 disable, 1 enable -sun_contribution = 1; - -// Enable the sky global illumaniation. 0 disable, 1 enable -sky_contribution = 1; - -// The sky global illumaniation intensity . [0 ~ 1] -sky_intensity = 0.20; - -// Accuracy of the sky global illumaniation algorithm in meter -global_illumination_cell_size = 5; - -// shadow bias for water surfaces -water_shadow_bias = 0.8; - -// ambient lighting for water. [0 ~ 1] -water_ambient = 0.3; - -// diffuse lighting for water. [0 ~ 1] -water_diffuse = 1.0; - -// true if the water color should be modulated with the source diffuse map -modulate_water_color = 0; - -// 1 if the water should receive sky lighting contribution -sky_contribution_for_water = 0; - -// Side length of landscape used to compute the sky global illumaniation in meter -global_illumination_length = 600; - -// Size of the quad grid side in meter. Should be a power of 2. (optimisation) -quad_grid_size = 64; - -// Size of a cell of the quad grid in meter. (optimisation) -quad_grid_cell_size = 2; - -// Number of CPU used to calculate the lightmaps. 0 for automatic detection. -cpu_num = 0; - -/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile -/// are above, below, or intersect a water surface (rough approximation). -/// As a matter of fact, these flags are processed during hte lighting as well. -vegetable_height = 2; - - - - -// *************************** -// Ig Lighting. -// *************************** -// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path - - -// Oversampling value, must be 0 (disable), 2, 4, 8, 16 -// This apply to surface cells and instances. -ig_oversampling = 16; - - -// IG Surface Lighting (for ig_light process only) - -// If SurfaceLighting enabled, define size of a cell (in meters) in a surface. -cell_surface_light_size = 1.5; - -// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs -cell_raytrace_delta_z = 0.2; - - -// Build debug surface shapes (slows the process) -build_debug_surface_shape= 0; - - diff --git a/code/ryzom/tools/build_gamedata/workspace/common/data_common/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/data_common/directories.py deleted file mode 100644 index 5fc0be432..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/data_common/directories.py +++ /dev/null @@ -1,73 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - -from buildsite import * - -# *** COMMON NAMES AND PATHS *** -CommonName = "data_common" -CommonPath = "common/" + CommonName - - -# *** DIRECT SOURCE DIRECTORIES *** - -# Copy dir directories -CopyDirectSourceDirectories = [ ] -CopyDirectSourceDirectories += [ DataCommonDirectory ] -CopyDirectSourceFiles = [ ] - - -# *** SOURCE DIRECTORIES IN LEVELDESIGN *** -CopyLeveldesignSourceDirectories = [ ] -CopyLeveldesignSourceFiles = [ ] -CopyLeveldesignWorldSourceDirectories = [ ] -CopyLeveldesignWorldSourceFiles = [ ] -CopyLeveldesignDfnSourceDirectories = [ ] -CopyLeveldesignDfnSourceFiles = [ ] - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Copy dir directories -CopyDatabaseSourceDirectories = [ ] -CopyDatabaseSourceFiles = [ ] - - -# *** SOURCE DIRECTORIES IN THE EXPORT/BUILD *** - -# Pacs prim list source directories -PacsPrimExportSourceDirectories = [ ] -PacsPrimExportSourceDirectories += [ "ecosystems/desert/pacs_prim" ] -PacsPrimExportSourceDirectories += [ "ecosystems/jungle/pacs_prim" ] -PacsPrimExportSourceDirectories += [ "ecosystems/lacustre/pacs_prim" ] -PacsPrimExportSourceDirectories += [ "ecosystems/primes_racines/pacs_prim" ] - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Common data install directory -CopyInstallDirectory = CommonName diff --git a/code/ryzom/tools/build_gamedata/workspace/common/data_common/process.py b/code/ryzom/tools/build_gamedata/workspace/common/data_common/process.py deleted file mode 100644 index 99ed076e3..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/data_common/process.py +++ /dev/null @@ -1,45 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "pacs_prim_list" ] -ProcessToComplete += [ "copy" ] - - -# *** COMMON NAMES AND PATHS *** -CommonName = "data_common" -CommonPath = "common/" + CommonName - - -# *** PACS PRIM LIST OPTIONS *** - - -# *** COPY DIR OPTIONS *** - - diff --git a/code/ryzom/tools/build_gamedata/workspace/common/exedll/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/exedll/directories.py deleted file mode 100644 index 3c5042899..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/exedll/directories.py +++ /dev/null @@ -1,86 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -CommonName = "exedll" -CommonPath = "common/" + CommonName - - -# *** DIRECT SOURCE DIRECTORIES *** - -# Copy dir directories -CopyDirectSourceDirectories = [ ] -CopyDirectSourceFiles = [ ] - - -# *** SOURCE DIRECTORIES IN LEVELDESIGN *** -CopyLeveldesignSourceDirectories = [ ] -CopyLeveldesignSourceFiles = [ ] -CopyLeveldesignWorldSourceDirectories = [ ] -CopyLeveldesignWorldSourceFiles = [ ] -CopyLeveldesignDfnSourceDirectories = [ ] -CopyLeveldesignDfnSourceFiles = [ ] - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Copy dir directories -CopyDatabaseSourceDirectories = [ ] -CopyDatabaseSourceFiles = [ ] - - -# *** SPECIAL SOURCES *** - -# Copy dir directories -CopyWindowsExeDllCfgSourceFiles = [ ] - -CopyWindowsExeDllCfgSourceFiles += [ "Microsoft.VC90.CRT.manifest" ] -CopyWindowsExeDllCfgSourceFiles += [ "msvcp90.dll" ] -CopyWindowsExeDllCfgSourceFiles += [ "msvcr90.dll" ] - -CopyWindowsExeDllCfgSourceFiles += [ "fmod.dll" ] - -CopyWindowsExeDllCfgSourceFiles += [ "client_default.cfg" ] - -CopyWindowsExeDllCfgSourceFiles += [ "nel_drv_direct3d_win_r.dll" ] -CopyWindowsExeDllCfgSourceFiles += [ "nel_drv_dsound_win_r.dll" ] -CopyWindowsExeDllCfgSourceFiles += [ "nel_drv_fmod_win_r.dll" ] -CopyWindowsExeDllCfgSourceFiles += [ "nel_drv_openal_win_r.dll" ] -CopyWindowsExeDllCfgSourceFiles += [ "nel_drv_opengl_win_r.dll" ] -CopyWindowsExeDllCfgSourceFiles += [ "nel_drv_xaudio2_win_r.dll" ] - -CopyWindowsExeDllCfgSourceFiles += [ "client_ryzom_r.exe" ] -CopyWindowsExeDllCfgSourceFiles += [ "ryzom_client_r.exe" ] # i blame sfb -CopyWindowsExeDllCfgSourceFiles += [ "ryzom_configuration_r.exe" ] - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Copy -CopyInstallDirectory = CommonName diff --git a/code/ryzom/tools/build_gamedata/workspace/common/exedll/process.py b/code/ryzom/tools/build_gamedata/workspace/common/exedll/process.py deleted file mode 100644 index 5cc7f4439..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/exedll/process.py +++ /dev/null @@ -1,37 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "copy" ] - - -# *** COMMON NAMES AND PATHS *** -CommonName = "exedll" -CommonPath = "common/" + CommonName - diff --git a/code/ryzom/tools/build_gamedata/workspace/common/fauna/anim_builder.cfg b/code/ryzom/tools/build_gamedata/workspace/common/fauna/anim_builder.cfg deleted file mode 100644 index 08128b23e..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/fauna/anim_builder.cfg +++ /dev/null @@ -1,15 +0,0 @@ - -// *************************** -// Animation Optimizer -// *************************** - -// Tracks which contain one of those name (eg "Bip01 Finger11.rotquat") will be mark as "Low Precision". -// Usefull for memory optimisation. Avoid setting legs or root bones. Warning: case sensitive. -anim_low_precision_tracks= -{ -"Finger", -"Ponytail", -}; - -// The Sample Rate. -anim_sample_rate= 30; diff --git a/code/ryzom/tools/build_gamedata/workspace/common/fauna/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/fauna/directories.py deleted file mode 100644 index 1ece714c3..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/fauna/directories.py +++ /dev/null @@ -1,303 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "fauna" -EcosystemPath = "common/" + EcosystemName -ContinentName = EcosystemName -ContinentPath = EcosystemPath -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Skeleton directories -SkelSourceDirectories = [ ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/aquatique/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/aquatique_monture/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/cheval/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/chien/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/coureur/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/crustace/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/familier/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/grand_ryzomien/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kamiforet/animations/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kamiguard/animations/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/kitin/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/kitin_volant/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/oiseau/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/pachyderme/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/ryzomien/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/carnitree/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/electroalg/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/endrobouchea/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/phytopsy/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/sapenslaver/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/swarmplant/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_guide_2/animations/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_guide_3/animations/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_guide_4/animations/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_preacher_2/animations/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_preacher_3/animations/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_preacher_4/animations/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/homins_degeneres/cute/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/homins_degeneres/frahar/animation/skeletons" ] -SkelSourceDirectories += [ "stuff/tryker/agents/monsters/homins_degeneres/gibbai/animation/skeletons" ] - -# Skeleton template weight directories -SwtSourceDirectories = [ ] - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/aquatique/clapclap" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/aquatique/ryzetacee" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/aquatique_monture/sagass_selle" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/cheval/mektoub" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/cheval/mektoubselle" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/cheval/mektoubpack" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/chien/chorani" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/chien/jungler" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/chien/regus" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/chien/varinx" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/coureur/capryni" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/coureur/filin" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/crustace/cococlaw" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/crustace/estrasson" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/crustace/hachtaha" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/crustace/diranak" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/familier/dag" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/grand_ryzomien/ryzerb" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/grand_ryzomien/ryzoholok" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kamiforet" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kamiguard" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_guide_2" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_guide_3" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_guide_4" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_preacher_2" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_preacher_3" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_preacher_4" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kitin/kitihank" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kitin/kitinagan" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kitin/kitinarak" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kitin/kitinega" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kitin/kitinokto" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kitin/kitimandib" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kitin/pucetron" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kitin_volant/kitifly" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kitin_volant/kitikil" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/oiseau/kazoar" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/oiseau/lightbird" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/oiseau/yber" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/pachyderme/arma" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/pachyderme/bul" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/pachyderme/vampignon" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/ryzomien/kakty" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/ryzomien/ryzoholo" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/ryzomien/zerx" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/carnitree" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/electroalg" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/endrobouchea" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/phytopsy" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/sapenslaver" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/swarmplant" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/homins_degeneres/cute" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/homins_degeneres/frahar" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/homins_degeneres/gibbai" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/aquatique" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/chiens" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/coureur" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/crustaces" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/grand_ryzomien" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/kitin" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/kitin_volant" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/oiseau" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/pachyderme/vampignon" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/ryzomien/kakty" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/ryzomien/ryzoholo" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/cheval/c03" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/cheval/h05" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/cheval/h12" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/chien/c02" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/chien/c07" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/coureur/h01" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/coureur/h04" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/crustace/c05" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/grand_ryzomien/c06" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/grand_ryzomien/h07" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/grand_ryzomien/h11" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/oiseau/c01" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/pachyderme/h08" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/pachyderme/h10" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/ryzomien/c04" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/ryzomien/h02" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/ryzomien/h06" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/ryzomien/h09" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/familier/h03" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/ryzomien/c04" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/familier/h03" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/homins_degeneres/cute" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/homins_degeneres/frahar" ] -ShapeSourceDirectories += [ "stuff/goo/agents/monsters/homins_degeneres/gibbai" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/monsters/kitin/kitin_queen" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "stuff/fyros/agents/_textures/monster" ] -MapSourceDirectories += [ "stuff/tryker/agents/_textures/monster" ] -MapSourceDirectories += [ "stuff/jungle/agents/_textures/monster" ] -MapSourceDirectories += [ "stuff/primes_racines/agents/_textures/monster" ] -MapSourceDirectories += [ "stuff/goo/agents/_textures/monster" ] - -MapUncompressedSourceDirectories = [ ] - -# Animation directories -AnimSourceDirectories = [ ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/aquatique/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/aquatique_monture/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/cheval/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/chien/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/coureur/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/crustace/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/familier/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/grand_ryzomien/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kamiforet/animations/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kamiguard/animations/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/kitin/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/kitin_volant/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/oiseau/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/pachyderme/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/ryzomien/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/carnitree/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/electroalg/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/endrobouchea/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/phytopsy/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/sapenslaver/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/plante_carnivore/swarmplant/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_guide_2/animations/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_guide_3/animations/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_guide_4/animations/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_preacher_2/animations/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_preacher_3/animations/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/kami/kami_preacher_4/animations/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/homins_degeneres/cute/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/homins_degeneres/frahar/animation/anims" ] -AnimSourceDirectories += [ "stuff/tryker/agents/monsters/homins_degeneres/gibbai/animation/anims" ] - -# cLoD shape directories -ClodSourceDirectories = [ ] -ClodSourceDirectories += [ "stuff/lod_actors/lod_fauna" ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -# ShapeLookupDirectories += [ CommonPath + "/ps" ] -ShapeLookupDirectories += [ CommonPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ CommonPath + "/shape_with_coarse_mesh" ] - -# Map lookup directories not yet used -MapLookupDirectories = [ ] -MapLookupDirectories += [ CommonPath + "/map_export" ] -MapLookupDirectories += [ CommonPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Skeleton directories -SkelExportDirectory = CommonPath + "/skel" - -# Skeleton template weight directories -SwtExportDirectory = CommonPath + "/swt" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# Animation directories -AnimExportDirectory = CommonPath + "/anim_export" -AnimTagExportDirectory = CommonPath + "/anim_tag" - -# cLoD directories -ClodExportDirectory = CommonPath + "/clod_export" -ClodTagExportDirectory = CommonPath + "/clod_tag_export" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - -# Animation directories -AnimBuildDirectory = CommonPath + "/anim" - -# cLoD directories -ClodBankBuildDirectory = CommonPath + "/clod_bank" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName + "_maps" -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" -LightmapInstallDirectory = ShapeInstallDirectory - -# Animation directory -AnimInstallDirectory = CommonName + "_animations" - -# Skeleton directory -SkelInstallDirectory = CommonName + "_skeletons" - -# Skeleton directory -SwtInstallDirectory = CommonName + "_swt" diff --git a/code/ryzom/tools/build_gamedata/workspace/common/fauna/process.py b/code/ryzom/tools/build_gamedata/workspace/common/fauna/process.py deleted file mode 100644 index 9a17071c2..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/fauna/process.py +++ /dev/null @@ -1,113 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "skel" ] -ProcessToComplete += [ "swt" ] -ProcessToComplete += [ "shape" ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "anim" ] -ProcessToComplete += [ "clodbank" ] - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "fauna" -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 - - -# *** CLODBANK OPTIONS *** - -ClodConfigFile = "stuff/lod_actors/lod_" + CommonName + "/clod_" + CommonName + "_script.cfg" -ClodBankFileName = CommonName + ".clodbank" - - -# *** COARSE MESH TEXTURE NAME *** -CoarseMeshTextureNames = [ ] - - -# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM *** -MultipleTilesPostfix = [ ] -MultipleTilesPostfix += [ "_sp" ] -MultipleTilesPostfix += [ "_su" ] -MultipleTilesPostfix += [ "_au" ] -MultipleTilesPostfix += [ "_wi" ] - - -# *** MAPS OPTIONS *** - -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None - - -# *** SHADOW SKIN OPTIONS *** -# Fauna are made of a single skin. Allow only 1000 faces for each monster (whatever the original nb faces) -BuildShadowSkin = 1 -BuildShadowSkinRatio = 100 -BuildShadowSkinMaxface = 1000 - - -# *** ANIMATIONS OPTIONS *** - -DoOptimizeAnimations = 1 diff --git a/code/ryzom/tools/build_gamedata/workspace/common/fonts/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/fonts/directories.py deleted file mode 100644 index da99a9d16..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/fonts/directories.py +++ /dev/null @@ -1,59 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "fonts" -EcosystemPath = "common/" + EcosystemName -ContinentName = EcosystemName -ContinentPath = EcosystemPath -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Font directories -FontSourceDirectories = [ ] -FontSourceDirectories += [ "fonts" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Font directories -FontExportDirectory = CommonPath + "/font" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Font directory -FontInstallDirectory = CommonName - - -# end of file - diff --git a/code/ryzom/tools/build_gamedata/workspace/common/fonts/process.py b/code/ryzom/tools/build_gamedata/workspace/common/fonts/process.py deleted file mode 100644 index e5e00cb5c..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/fonts/process.py +++ /dev/null @@ -1,43 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "font" ] - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "fonts" -EcosystemPath = "common/" + EcosystemName -ContinentName = EcosystemName -ContinentPath = EcosystemPath -CommonName = ContinentName -CommonPath = ContinentPath - - -# end of file diff --git a/code/ryzom/tools/build_gamedata/workspace/common/gamedev/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/gamedev/directories.py deleted file mode 100644 index b16723e76..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/gamedev/directories.py +++ /dev/null @@ -1,63 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - -from buildsite import * - -# *** COMMON NAMES AND PATHS *** -CommonName = "gamedev" -CommonPath = "common/" + CommonName - - -# *** DIRECT SOURCE DIRECTORIES *** - -# Copy dir directories -CopyDirectSourceDirectories = [ ] -CopyDirectSourceDirectories += [ GamedevDirectory ] -CopyDirectSourceFiles = [ ] - - -# *** SOURCE DIRECTORIES IN LEVELDESIGN *** -CopyLeveldesignSourceDirectories = [ ] -CopyLeveldesignSourceFiles = [ ] -CopyLeveldesignWorldSourceDirectories = [ ] -CopyLeveldesignWorldSourceFiles = [ ] -CopyLeveldesignDfnSourceDirectories = [ ] -CopyLeveldesignDfnSourceFiles = [ ] - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Copy dir directories -CopyDatabaseSourceDirectories = [ ] -CopyDatabaseSourceFiles = [ ] - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Particule system directory -CopyInstallDirectory = CommonName diff --git a/code/ryzom/tools/build_gamedata/workspace/common/gamedev/process.py b/code/ryzom/tools/build_gamedata/workspace/common/gamedev/process.py deleted file mode 100644 index 7f7d1c363..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/gamedev/process.py +++ /dev/null @@ -1,41 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "copy" ] - - -# *** COMMON NAMES AND PATHS *** -CommonName = "gamedev" -CommonPath = "common/" + CommonName - - -# *** COPY DIR OPTIONS *** - - diff --git a/code/ryzom/tools/build_gamedata/workspace/common/interface/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/interface/directories.py deleted file mode 100644 index f8c1226b4..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/interface/directories.py +++ /dev/null @@ -1,94 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "interface" -EcosystemPath = "common/" + EcosystemName -ContinentName = EcosystemName -ContinentPath = EcosystemPath -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -#Interface directories -InterfaceSourceDirectories = [ ] -InterfaceSourceDirectories += [ [ "interfaces/v3" ] + [ "interfaces/r2_interface" ] ] -InterfaceSourceDirectories += [ [ "interfaces/v3_outgame/ui" ] ] -InterfaceSourceDirectories += [ [ "interfaces/v3_login" ] ] - -InterfaceDxtcSourceDirectories = [ ] -InterfaceDxtcSourceDirectories += [ "interfaces/v3_bricks" ] -InterfaceDxtcSourceDirectories += [ "interfaces/v3_items" ] -InterfaceDxtcSourceDirectories += [ "interfaces/v3_dxtc_misc" ] - -InterfaceFullscreenSourceDirectories = [ ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_fullscreen" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_outgame/fullscreen" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_doc/graph/abilities_items" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_doc/graph/buy_sell" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_doc/graph/camera_character" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_doc/graph/create_perso" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_doc/graph/fight" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_doc/graph/MatisTown" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_doc/graph/spell" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_doc/graph/talk_bot" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_doc/graph/abilities_items" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/v3_quick_help/graph" ] -InterfaceFullscreenSourceDirectories += [ "interfaces/r2_decals" ] - -Interface3DSourceDirectories = [ ] -Interface3DSourceDirectories += [ "interfaces/v3_outgame/3d" ] -Interface3DSourceDirectories += [ "interfaces/v3_doc/htm" ] -Interface3DSourceDirectories += [ "interfaces/v3_doc" ] -Interface3DSourceDirectories += [ "interfaces/v3_quick_help" ] -Interface3DSourceDirectories += [ "interfaces/r2_3d" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Interface directories -InterfaceExportDirectory = CommonPath + "/interface_export" -InterfaceDxtcExportDirectory = CommonPath + "/interface_dxtc_export" -InterfaceFullscreenExportDirectory = CommonPath + "/interface_fullscreen_export" -Interface3DExportDirectory = CommonPath + "/interface_3d_export" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Interface directories -InterfaceBuildDirectory = CommonPath + "/interface_build" -InterfaceDxtcBuildDirectory = CommonPath + "/interface_dxtc_build" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Lightmap directory -InterfaceInstallDirectory = "interfaces" diff --git a/code/ryzom/tools/build_gamedata/workspace/common/interface/process.py b/code/ryzom/tools/build_gamedata/workspace/common/interface/process.py deleted file mode 100644 index 488765891..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/interface/process.py +++ /dev/null @@ -1,49 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "interface" ] - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "interface" -EcosystemPath = "common/" + EcosystemName -ContinentName = EcosystemName -ContinentPath = EcosystemPath -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** MAPS OPTIONS *** - -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None diff --git a/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/directories.py deleted file mode 100644 index 2765af7b1..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/directories.py +++ /dev/null @@ -1,77 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -CommonName = "leveldesign" -CommonPath = "common/" + CommonName - - -# *** DIRECT SOURCE DIRECTORIES *** - -# Copy dir directories -CopyDirectSourceDirectories = [ ] -CopyDirectSourceFiles = [ ] - - -# *** SOURCE DIRECTORIES IN LEVELDESIGN *** -CopyLeveldesignSourceDirectories = [ ] -CopyLeveldesignSourceFiles = [ ] -CopyLeveldesignSourceFiles += [ "game_element/anim/mode2animset.string_array" ] -CopyLeveldesignSourceFiles += [ "game_elem/sheet_id.bin" ] -CopyLeveldesignWorldSourceDirectories = [ ] -CopyLeveldesignWorldSourceFiles = [ ] -CopyLeveldesignWorldSourceFiles += [ "static_fame.txt" ] -CopyLeveldesignDfnSourceDirectories = [ ] -CopyLeveldesignDfnSourceFiles = [ ] -CopyLeveldesignDfnSourceFiles += [ "game_elem/_creature/_creature_3d_eyes_color.typ" ] -CopyLeveldesignDfnSourceFiles += [ "game_elem/_creature/_creature_3d_hair_color.typ" ] -CopyLeveldesignDfnSourceFiles += [ "basics/string.typ" ] -CopyLeveldesignDfnSourceFiles += [ "game_elem/_anim/string_array.dfn" ] - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Copy dir directories -CopyDatabaseSourceDirectories = [ ] -CopyDatabaseSourceFiles = [ ] - - -# *** BUILD DIRECTORIES *** - -# Sheets -SheetsBuildDirectory = CommonPath + "/sheets" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Stuff -CopyInstallDirectory = CommonName - -# Sheets -SheetsInstallDirectory = "packedsheets" diff --git a/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/process.py b/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/process.py deleted file mode 100644 index 529a6c393..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/process.py +++ /dev/null @@ -1,44 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "sheet_id" ] -ProcessToComplete += [ "sheets" ] -ProcessToComplete += [ "copy" ] - - -# *** COMMON NAMES AND PATHS *** -CommonName = "leveldesign" -CommonPath = "common/" + CommonName - - -# *** SHEETS OPTIONS *** -WorldSheet = "ryzom.world" -LigoPrimitiveClass = "world_editor_classes.xml" - diff --git a/code/ryzom/tools/build_gamedata/workspace/common/objects/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/objects/directories.py deleted file mode 100644 index 47527175c..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/objects/directories.py +++ /dev/null @@ -1,119 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON PATH *** - -CommonPath = "common/objects" - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "stuff/fyros/agents/accessories" ] -ShapeSourceDirectories += [ "stuff/tryker/agents/accessories" ] -ShapeSourceDirectories += [ "stuff/matis/agents/accessories" ] -ShapeSourceDirectories += [ "stuff/zorai/agents/accessories" ] -ShapeSourceDirectories += [ "stuff/generique/agents/accessories" ] -ShapeSourceDirectories += [ "stuff/caravan/agents/accessories" ] -ShapeSourceDirectories += [ "stuff/animated_light" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "stuff/fyros/agents/_textures/accessories" ] -MapSourceDirectories += [ "stuff/tryker/agents/_textures/accessories" ] -MapSourceDirectories += [ "stuff/matis/agents/_textures/accessories" ] -MapSourceDirectories += [ "stuff/zorai/agents/_textures/accessories" ] -MapSourceDirectories += [ "stuff/generique/agents/_textures/accessories" ] -MapSourceDirectories += [ "stuff/caravan/agents/_textures/accessories" ] - -MapUncompressedSourceDirectories = [ ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -# ShapeLookupDirectories += [ CommonPath + "/ps" ] -ShapeLookupDirectories += [ CommonPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ CommonPath + "/shape_with_coarse_mesh" ] - -# Map lookup directories not yet used -MapLookupDirectories = [ ] -MapLookupDirectories += [ CommonPath + "/map_export" ] -MapLookupDirectories += [ CommonPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = "objects" - -# Map directory -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = "objects" - -# Lightmap directory -LightmapInstallDirectory = "objects" diff --git a/code/ryzom/tools/build_gamedata/workspace/common/objects/process.py b/code/ryzom/tools/build_gamedata/workspace/common/objects/process.py deleted file mode 100644 index ed38da5a4..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/objects/process.py +++ /dev/null @@ -1,81 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "shape" ] # not fully implemented, but works for this process -ProcessToComplete += [ "map" ] # not fully implemented, but works for this process - - -# *** 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" ] - -# *** MAPS OPTIONS *** - -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None diff --git a/code/ryzom/tools/build_gamedata/workspace/common/outgame/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/outgame/directories.py deleted file mode 100644 index ef02c93f6..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/outgame/directories.py +++ /dev/null @@ -1,168 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "outgame" -EcosystemPath = "common/" + EcosystemName -ContinentName = EcosystemName -ContinentPath = EcosystemPath -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES LEVELDESIGN/WORLD *** -ContinentLeveldesignWorldDirectory = "" # DISABLED - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "stuff/outgame/appart_crea" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "stuff/outgame/_textures" ] - -MapUncompressedSourceDirectories = [ ] - -# Ligo directories -LigoBaseSourceDirectory = "landscape/ligo" - -# Ig directories -IgLandSourceDirectories = [ ] -IgOtherSourceDirectories = [ ] -IgOtherSourceDirectories += [ "stuff/outgame/appart_crea" ] -IgPrimitiveSourceDirectories = [ ] - -# Tiles root directory -TileRootSourceDirectory = "landscape/_texture_tiles" - -# Displace directory -DisplaceSourceDirectory = "landscape/_texture_tiles/displace" - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] -IgLookupDirectories += [ CommonPath + "/ig_land" ] -IgLookupDirectories += [ CommonPath + "/ig_other" ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -# ShapeLookupDirectories += [ CommonPath + "/ps" ] -ShapeLookupDirectories += [ CommonPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ CommonPath + "/shape_with_coarse_mesh" ] - -# Map lookup directories not yet used -MapLookupDirectories = [ ] -MapLookupDirectories += [ CommonPath + "/map_export" ] -MapLookupDirectories += [ CommonPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# Ig directories -IgStaticLandExportDirectory = CommonPath + "/ig_static_land" # Landscape IG eported from 3dsmax not elevated by the heightmap -IgStaticOtherExportDirectory = CommonPath + "/ig_static_other" # Village or construction IGs exported from 3dsmax -IgStaticTagExportDirectory = CommonPath + "/ig_static_tag" # Tag for exported 3dsmax files - -# Zone directories -ZoneWeldBuildDirectory = CommonPath + "/zone_weld" -ZoneDependBuildDirectory = CommonPath + "/zone_depend" -ZoneLightWaterShapesLightedExportDirectory = CommonPath + "/zone_lwsl_temp" #fixme -ZoneLightBuildDirectory = CommonPath + "/zone_lighted" #fixme -ZoneLightDependBuildDirectory = CommonPath + "/zone_lighted_depend" #fixme -ZoneLightIgLandBuildDirectory = CommonPath + "/zone_lighted_ig_land" #fixme - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - -# Ig directories -IgElevLandPrimBuildDirectory = CommonPath + "/ig_elev_land_prim" # landscape IG generated by the prim exporter (already elevated by the land exporter) -IgElevLandLigoBuildDirectory = CommonPath + "/ig_elev_land_ligo" # Landscape IG found in ligo bricks from 3dsmax elevated by the heightmap -IgElevLandStaticBuildDirectory = CommonPath + "/ig_elev_land_static" # Landscape IG eported from 3dsmax elevated by the heightmap -IgTempLandMergeBuildDirectory = CommonPath + "/ig_temp_land_merge" -IgTempLandCompareBuildDirectory = CommonPath + "/ig_temp_land_compare" # Tmp final IG directory for landscape IGs before comparison -IgLandBuildDirectory = CommonPath + "/ig_land" # Final IG directory for landscape IGs -IgOtherBuildDirectory = CommonPath + "/ig_other" # Final IG directory for village or construction IGs -IgOtherLightedBuildDirectory = CommonPath + "/ig_other_lighted" - -# Farbank directories -FarbankBuildDirectory = CommonPath + "/farbank" - -# Ligo directories -LigoZoneBuildDirectory = CommonPath + "/ligo_zones" -LigoIgLandBuildDirectory = CommonPath + "/ligo_ig_land" # Landscape IG found in ligo bricks not elevated by the heightmap -LigoIgOtherBuildDirectory = CommonPath + "/ligo_ig_other" # Village or construction IGs exported from ligo landscape - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName - -# Lightmap directory -LightmapInstallDirectory = CommonName - -# Animation directory -AnimInstallDirectory = CommonName - -# Ig directory -IgInstallDirectory = CommonName diff --git a/code/ryzom/tools/build_gamedata/workspace/common/outgame/process.py b/code/ryzom/tools/build_gamedata/workspace/common/outgame/process.py deleted file mode 100644 index ae6b3f5a0..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/outgame/process.py +++ /dev/null @@ -1,114 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "properties" ] -ProcessToComplete += [ "shape" ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "ig" ] -ProcessToComplete += [ "ig_light" ] - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "outgame" -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 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None - -# *** ANIMATIONS OPTIONS *** - -DoOptimizeAnimations = 0 diff --git a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_base.cfg b/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_base.cfg deleted file mode 100644 index 952b18141..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_base.cfg +++ /dev/null @@ -1,53 +0,0 @@ - -// Bank file name -bank_name = ""; -bankfar_name = ""; - -// Search pathes -search_pathes = -{ - "%ExportBuildDirectory%/common/sfx/ps", // Sfx directory - "%ExportBuildDirectory%/common/sfx/shape_clodtex_build", // Sfx directory - "%ExportBuildDirectory%/common/sfx/shape_with_coarse_mesh", // Sfx directory - "%ExportBuildDirectory%/common/sfx/map_export", // Sfx directory - "%ExportBuildDirectory%/common/sfx/map_uncompressed", // Sfx directory - "%ExportBuildDirectory%/common/outgame/shape_clodtex_build", // Outgame directory - "%ExportBuildDirectory%/common/outgame/shape_with_coarse_mesh", // Outgame directory - "%ExportBuildDirectory%/common/outgame/map_export", // Outgame directory - "%ExportBuildDirectory%/common/outgame/map_uncompressed", // Outgame directory -}; - -// Additional ig file name -additionnal_ig = -{ - -}; - -// Sun direction. -//sun_direction = { -0.095, +1.0, -0.50 }; -sun_direction = { -0.776685, +0.216619, -0.59147 }; - -// Center of the landscape pointed by the sun -sun_center = {9954, -11017, 0}; - -// Distance of the sun -sun_distance = 50000; - -// FOV of the sun in radian -sun_fov = 0.52359877; // Pi / 6 - -// Sun radius, (for softshadow sampling) -sun_radius = 5000; - -// GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting -grbank= ""; - -// LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting -rbank= ""; - -// The lighter search in rbank any retriever with identifier ---igname*** as substring -// where --- is col_identifier_prefix and *** is col_identifier_suffix -// eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_", -// then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig. -col_identifier_prefix= ""; -col_identifier_suffix= ""; diff --git a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_draft.cfg b/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_draft.cfg deleted file mode 100644 index 07fad2f60..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_draft.cfg +++ /dev/null @@ -1,93 +0,0 @@ - -// Load instance group. 0 disable, 1 enable -load_ig = 0; - -// Use ig to compute dependencies 0 disable, 1 enable -compute_dependencies_with_igs = 0; - -// Enable shadows. 0 disable, 1 enable -shadow = 0; - -// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample. -zbuffer_landscape_size = 32768; - -// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this. -zbuffer_object_size = 98304; - -// Square root of the number of soft shadow samples -soft_shadow_samples_sqrt = 4; - -// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small -soft_shadow_jitter = 0.4; - -// Enable the sun contribution. 0 disable, 1 enable -sun_contribution = 1; - -// Enable the sky global illumaniation. 0 disable, 1 enable -sky_contribution = 0; - -// The sky global illumaniation intensity . [0 ~ 1] -sky_intensity = 0.20; - -// Accuracy of the sky global illumaniation algorithm in meter -global_illumination_cell_size = 5; - -// shadow bias for water surfaces -water_shadow_bias = 0.8; - -// ambient lighting for water. [0 ~ 1] -water_ambient = 0.3; - -// diffuse lighting for water. [0 ~ 1] -water_diffuse = 1.0; - -// true if the water color should be modulated with the source diffuse map -modulate_water_color = 0; - -// 1 if the water should receive sky lighting contribution -sky_contribution_for_water = 0; - -// Side length of landscape used to compute the sky global illumaniation in meter -global_illumination_length = 600; - -// Size of the quad grid side in meter. Should be a power of 2. (optimisation) -quad_grid_size = 512; - -// Size of a cell of the quad grid in meter. (optimisation) -quad_grid_cell_size = 1; - -// Number of CPU used to calculate the lightmaps. 0 for automatic detection. -cpu_num = 0; - -/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile -/// are above, below, or intersect a water surface (rough approximation). -/// As a matter of fact, these flags are processed during hte lighting as well. -vegetable_height = 2; - - - - -// *************************** -// Ig Lighting. -// *************************** -// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path - - -// Oversampling value, must be 0 (disable), 2, 4, 8, 16 -// This apply to surface cells and instances. -ig_oversampling = 16; - - -// IG Surface Lighting (for ig_light process only) - -// If SurfaceLighting enabled, define size of a cell (in meters) in a surface. -cell_surface_light_size = 1.5; - -// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs -cell_raytrace_delta_z = 0.2; - - -// Build debug surface shapes (slows the process) -build_debug_surface_shape= 0; - - diff --git a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_final.cfg b/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_final.cfg deleted file mode 100644 index 522c15d44..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_final.cfg +++ /dev/null @@ -1,93 +0,0 @@ - -// Load instance group. 0 disable, 1 enable -load_ig = 1; - -// Use ig to compute dependencies 0 disable, 1 enable -compute_dependencies_with_igs = 1; - -// Enable shadows. 0 disable, 1 enable -shadow = 1; - -// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample. -zbuffer_landscape_size = 32768; - -// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this. -zbuffer_object_size = 98304; - -// Square root of the number of soft shadow samples -soft_shadow_samples_sqrt = 4; - -// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small -soft_shadow_jitter = 0.4; - -// Enable the sun contribution. 0 disable, 1 enable -sun_contribution = 1; - -// Enable the sky global illumaniation. 0 disable, 1 enable -sky_contribution = 1; - -// The sky global illumaniation intensity . [0 ~ 1] -sky_intensity = 0.20; - -// Accuracy of the sky global illumaniation algorithm in meter -global_illumination_cell_size = 5; - -// shadow bias for water surfaces -water_shadow_bias = 0.8; - -// ambient lighting for water. [0 ~ 1] -water_ambient = 0.3; - -// diffuse lighting for water. [0 ~ 1] -water_diffuse = 1.0; - -// true if the water color should be modulated with the source diffuse map -modulate_water_color = 0; - -// 1 if the water should receive sky lighting contribution -sky_contribution_for_water = 0; - -// Side length of landscape used to compute the sky global illumaniation in meter -global_illumination_length = 600; - -// Size of the quad grid side in meter. Should be a power of 2. (optimisation) -quad_grid_size = 64; - -// Size of a cell of the quad grid in meter. (optimisation) -quad_grid_cell_size = 2; - -// Number of CPU used to calculate the lightmaps. 0 for automatic detection. -cpu_num = 0; - -/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile -/// are above, below, or intersect a water surface (rough approximation). -/// As a matter of fact, these flags are processed during hte lighting as well. -vegetable_height = 2; - - - - -// *************************** -// Ig Lighting. -// *************************** -// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path - - -// Oversampling value, must be 0 (disable), 2, 4, 8, 16 -// This apply to surface cells and instances. -ig_oversampling = 16; - - -// IG Surface Lighting (for ig_light process only) - -// If SurfaceLighting enabled, define size of a cell (in meters) in a surface. -cell_surface_light_size = 1.5; - -// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs -cell_raytrace_delta_z = 0.2; - - -// Build debug surface shapes (slows the process) -build_debug_surface_shape= 0; - - diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sfx/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/sfx/directories.py deleted file mode 100644 index 82df2c783..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/sfx/directories.py +++ /dev/null @@ -1,127 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "sfx" -EcosystemPath = "common/" + EcosystemName -ContinentName = EcosystemName -ContinentPath = EcosystemPath -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# PS directories -PsSourceDirectories = [ ] -PsSourceDirectories += [ "sfx/buildings" ] -PsSourceDirectories += [ "sfx/environment" ] -PsSourceDirectories += [ "sfx/fighting" ] -PsSourceDirectories += [ "sfx/magic" ] -PsSourceDirectories += [ "sfx/moving" ] -PsSourceDirectories += [ "sfx/teaser" ] -PsSourceDirectories += [ "sfx/forage" ] -PsSourceDirectories += [ "sfx/monsters" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "sfx/maps" ] - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "sfx/meshtoparticle" ] - -MapUncompressedSourceDirectories = [ ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ CommonPath + "/ps" ] -ShapeLookupDirectories += [ CommonPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ CommonPath + "/shape_with_coarse_mesh" ] - -# Map lookup directories not yet used -MapLookupDirectories = [ ] -MapLookupDirectories += [ CommonPath + "/map_export" ] -MapLookupDirectories += [ CommonPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# PS directories -PsExportDirectory = CommonPath + "/ps" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Particule system directory -PsInstallDirectory = "sfx" - -# Map directory -MapInstallDirectory = "sfx" -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = "sfx" - -# Lightmap directory -LightmapInstallDirectory = "sfx" diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sfx/process.py b/code/ryzom/tools/build_gamedata/workspace/common/sfx/process.py deleted file mode 100644 index c18ca4534..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/sfx/process.py +++ /dev/null @@ -1,91 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "ps" ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "shape" ] - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "sfx" -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" ] - -# *** MAPS OPTIONS *** - -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/anim_builder.cfg b/code/ryzom/tools/build_gamedata/workspace/common/sky/anim_builder.cfg deleted file mode 100644 index 08128b23e..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/sky/anim_builder.cfg +++ /dev/null @@ -1,15 +0,0 @@ - -// *************************** -// Animation Optimizer -// *************************** - -// Tracks which contain one of those name (eg "Bip01 Finger11.rotquat") will be mark as "Low Precision". -// Usefull for memory optimisation. Avoid setting legs or root bones. Warning: case sensitive. -anim_low_precision_tracks= -{ -"Finger", -"Ponytail", -}; - -// The Sample Rate. -anim_sample_rate= 30; diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/sky/directories.py deleted file mode 100644 index a770548ce..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/sky/directories.py +++ /dev/null @@ -1,188 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-08-27 17:13GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "sky" -EcosystemPath = "common/" + EcosystemName -ContinentName = EcosystemName -ContinentPath = EcosystemPath -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES LEVELDESIGN/WORLD *** -ContinentLeveldesignWorldDirectory = "" # DISABLED - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "sky_v2/max" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "sky_v2/textures/textures" ] - -MapUncompressedSourceDirectories = [ ] -MapUncompressedSourceDirectories += [ "sky_v2/textures/textures/desert" ] -MapUncompressedSourceDirectories += [ "sky_v2/textures/textures/forest" ] -MapUncompressedSourceDirectories += [ "sky_v2/textures/textures/jungle" ] -MapUncompressedSourceDirectories += [ "sky_v2/textures/textures/lacustre" ] -MapUncompressedSourceDirectories += [ "sky_v2/textures/setup/desert" ] -MapUncompressedSourceDirectories += [ "sky_v2/textures/setup/forest" ] -MapUncompressedSourceDirectories += [ "sky_v2/textures/setup/jungle" ] -MapUncompressedSourceDirectories += [ "sky_v2/textures/setup/lacustre" ] -MapUncompressedSourceDirectories += [ "sky_v2/textures/textures/nodds" ] - -# Ligo directories -LigoBaseSourceDirectory = "landscape/ligo" - -# Ig directories -IgLandSourceDirectories = [ ] -IgOtherSourceDirectories = [ ] -IgOtherSourceDirectories += [ "sky_v2/max" ] -IgPrimitiveSourceDirectories = [ ] - -# Tiles root directory -TileRootSourceDirectory = "landscape/_texture_tiles" - -# Displace directory -DisplaceSourceDirectory = "landscape/_texture_tiles/displace" - -# Animation directories -AnimSourceDirectories = [ ] -AnimSourceDirectories += [ "sky_v2/max" ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] -IgLookupDirectories += [ CommonPath + "/ig_land" ] -IgLookupDirectories += [ CommonPath + "/ig_other" ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -# ShapeLookupDirectories += [ CommonPath + "/ps" ] -ShapeLookupDirectories += [ CommonPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ CommonPath + "/shape_with_coarse_mesh" ] - -# Map lookup directories not yet used -MapLookupDirectories = [ ] -MapLookupDirectories += [ CommonPath + "/map_export" ] -MapLookupDirectories += [ CommonPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# Ig directories -IgStaticLandExportDirectory = CommonPath + "/ig_static_land" # Landscape IG eported from 3dsmax not elevated by the heightmap -IgStaticOtherExportDirectory = CommonPath + "/ig_static_other" # Village or construction IGs exported from 3dsmax -IgStaticTagExportDirectory = CommonPath + "/ig_static_tag" # Tag for exported 3dsmax files - -# Zone directories -ZoneWeldBuildDirectory = CommonPath + "/zone_weld" -ZoneDependBuildDirectory = CommonPath + "/zone_depend" -ZoneLightWaterShapesLightedExportDirectory = CommonPath + "/zone_lwsl_temp" #fixme -ZoneLightBuildDirectory = CommonPath + "/zone_lighted" #fixme -ZoneLightDependBuildDirectory = CommonPath + "/zone_lighted_depend" #fixme -ZoneLightIgLandBuildDirectory = CommonPath + "/zone_lighted_ig_land" #fixme - -# Animation directories -AnimExportDirectory = CommonPath + "/anim_export" -AnimTagExportDirectory = CommonPath + "/anim_tag" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - -# Ig directories -IgElevLandPrimBuildDirectory = CommonPath + "/ig_elev_land_prim" # landscape IG generated by the prim exporter (already elevated by the land exporter) -IgElevLandLigoBuildDirectory = CommonPath + "/ig_elev_land_ligo" # Landscape IG found in ligo bricks from 3dsmax elevated by the heightmap -IgElevLandStaticBuildDirectory = CommonPath + "/ig_elev_land_static" # Landscape IG eported from 3dsmax elevated by the heightmap -IgTempLandMergeBuildDirectory = CommonPath + "/ig_temp_land_merge" -IgTempLandCompareBuildDirectory = CommonPath + "/ig_temp_land_compare" # Tmp final IG directory for landscape IGs before comparison -IgLandBuildDirectory = CommonPath + "/ig_land" # Final IG directory for landscape IGs -IgOtherBuildDirectory = CommonPath + "/ig_other" # Final IG directory for village or construction IGs -IgOtherLightedBuildDirectory = CommonPath + "/ig_other_lighted" - -# Farbank directories -FarbankBuildDirectory = CommonPath + "/farbank" - -# Ligo directories -LigoZoneBuildDirectory = CommonPath + "/ligo_zones" -LigoIgLandBuildDirectory = CommonPath + "/ligo_ig_land" # Landscape IG found in ligo bricks not elevated by the heightmap -LigoIgOtherBuildDirectory = CommonPath + "/ligo_ig_other" # Village or construction IGs exported from ligo landscape - -# Animation directories -AnimBuildDirectory = CommonPath + "/anim" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName - -# Lightmap directory -LightmapInstallDirectory = CommonName - -# Animation directory -AnimInstallDirectory = CommonName - -# Ig directory -IgInstallDirectory = CommonName diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/process.py b/code/ryzom/tools/build_gamedata/workspace/common/sky/process.py deleted file mode 100644 index efa18316b..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/sky/process.py +++ /dev/null @@ -1,121 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "properties" ] -ProcessToComplete += [ "shape" ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "anim" ] -ProcessToComplete += [ "ig" ] -ProcessToComplete += [ "ig_light" ] - - -# *** COMMON NAMES AND PATHS *** -EcosystemName = "sky" -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 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None - - -# *** ANIMATIONS OPTIONS *** - -DoOptimizeAnimations = 0 diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_base.cfg b/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_base.cfg deleted file mode 100644 index 3e48d3784..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_base.cfg +++ /dev/null @@ -1,53 +0,0 @@ - -// Bank file name -bank_name = ""; -bankfar_name = ""; - -// Search pathes -search_pathes = -{ - "%ExportBuildDirectory%/common/sfx/ps", // Sfx directory - "%ExportBuildDirectory%/common/sfx/shape_clodtex_build", // Sfx directory - "%ExportBuildDirectory%/common/sfx/shape_with_coarse_mesh", // Sfx directory - "%ExportBuildDirectory%/common/sfx/map_export", // Sfx directory - "%ExportBuildDirectory%/common/sfx/map_uncompressed", // Sfx directory - "%ExportBuildDirectory%/common/sky/shape_clodtex_build", // Sky directory - "%ExportBuildDirectory%/common/sky/shape_with_coarse_mesh", // Sky directory - "%ExportBuildDirectory%/common/sky/map_export", // Sky directory - "%ExportBuildDirectory%/common/sky/map_uncompressed", // Sky directory -}; - -// Additional ig file name -additionnal_ig = -{ - -}; - -// Sun direction. -//sun_direction = { -0.095, +1.0, -0.50 }; -sun_direction = { -0.776685, +0.216619, -0.59147 }; - -// Center of the landscape pointed by the sun -sun_center = {9954, -11017, 0}; - -// Distance of the sun -sun_distance = 50000; - -// FOV of the sun in radian -sun_fov = 0.52359877; // Pi / 6 - -// Sun radius, (for softshadow sampling) -sun_radius = 5000; - -// GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting -grbank= ""; - -// LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting -rbank= ""; - -// The lighter search in rbank any retriever with identifier ---igname*** as substring -// where --- is col_identifier_prefix and *** is col_identifier_suffix -// eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_", -// then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig. -col_identifier_prefix= ""; -col_identifier_suffix= ""; diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_draft.cfg b/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_draft.cfg deleted file mode 100644 index 07fad2f60..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_draft.cfg +++ /dev/null @@ -1,93 +0,0 @@ - -// Load instance group. 0 disable, 1 enable -load_ig = 0; - -// Use ig to compute dependencies 0 disable, 1 enable -compute_dependencies_with_igs = 0; - -// Enable shadows. 0 disable, 1 enable -shadow = 0; - -// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample. -zbuffer_landscape_size = 32768; - -// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this. -zbuffer_object_size = 98304; - -// Square root of the number of soft shadow samples -soft_shadow_samples_sqrt = 4; - -// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small -soft_shadow_jitter = 0.4; - -// Enable the sun contribution. 0 disable, 1 enable -sun_contribution = 1; - -// Enable the sky global illumaniation. 0 disable, 1 enable -sky_contribution = 0; - -// The sky global illumaniation intensity . [0 ~ 1] -sky_intensity = 0.20; - -// Accuracy of the sky global illumaniation algorithm in meter -global_illumination_cell_size = 5; - -// shadow bias for water surfaces -water_shadow_bias = 0.8; - -// ambient lighting for water. [0 ~ 1] -water_ambient = 0.3; - -// diffuse lighting for water. [0 ~ 1] -water_diffuse = 1.0; - -// true if the water color should be modulated with the source diffuse map -modulate_water_color = 0; - -// 1 if the water should receive sky lighting contribution -sky_contribution_for_water = 0; - -// Side length of landscape used to compute the sky global illumaniation in meter -global_illumination_length = 600; - -// Size of the quad grid side in meter. Should be a power of 2. (optimisation) -quad_grid_size = 512; - -// Size of a cell of the quad grid in meter. (optimisation) -quad_grid_cell_size = 1; - -// Number of CPU used to calculate the lightmaps. 0 for automatic detection. -cpu_num = 0; - -/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile -/// are above, below, or intersect a water surface (rough approximation). -/// As a matter of fact, these flags are processed during hte lighting as well. -vegetable_height = 2; - - - - -// *************************** -// Ig Lighting. -// *************************** -// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path - - -// Oversampling value, must be 0 (disable), 2, 4, 8, 16 -// This apply to surface cells and instances. -ig_oversampling = 16; - - -// IG Surface Lighting (for ig_light process only) - -// If SurfaceLighting enabled, define size of a cell (in meters) in a surface. -cell_surface_light_size = 1.5; - -// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs -cell_raytrace_delta_z = 0.2; - - -// Build debug surface shapes (slows the process) -build_debug_surface_shape= 0; - - diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_final.cfg b/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_final.cfg deleted file mode 100644 index 522c15d44..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_final.cfg +++ /dev/null @@ -1,93 +0,0 @@ - -// Load instance group. 0 disable, 1 enable -load_ig = 1; - -// Use ig to compute dependencies 0 disable, 1 enable -compute_dependencies_with_igs = 1; - -// Enable shadows. 0 disable, 1 enable -shadow = 1; - -// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample. -zbuffer_landscape_size = 32768; - -// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this. -zbuffer_object_size = 98304; - -// Square root of the number of soft shadow samples -soft_shadow_samples_sqrt = 4; - -// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small -soft_shadow_jitter = 0.4; - -// Enable the sun contribution. 0 disable, 1 enable -sun_contribution = 1; - -// Enable the sky global illumaniation. 0 disable, 1 enable -sky_contribution = 1; - -// The sky global illumaniation intensity . [0 ~ 1] -sky_intensity = 0.20; - -// Accuracy of the sky global illumaniation algorithm in meter -global_illumination_cell_size = 5; - -// shadow bias for water surfaces -water_shadow_bias = 0.8; - -// ambient lighting for water. [0 ~ 1] -water_ambient = 0.3; - -// diffuse lighting for water. [0 ~ 1] -water_diffuse = 1.0; - -// true if the water color should be modulated with the source diffuse map -modulate_water_color = 0; - -// 1 if the water should receive sky lighting contribution -sky_contribution_for_water = 0; - -// Side length of landscape used to compute the sky global illumaniation in meter -global_illumination_length = 600; - -// Size of the quad grid side in meter. Should be a power of 2. (optimisation) -quad_grid_size = 64; - -// Size of a cell of the quad grid in meter. (optimisation) -quad_grid_cell_size = 2; - -// Number of CPU used to calculate the lightmaps. 0 for automatic detection. -cpu_num = 0; - -/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile -/// are above, below, or intersect a water surface (rough approximation). -/// As a matter of fact, these flags are processed during hte lighting as well. -vegetable_height = 2; - - - - -// *************************** -// Ig Lighting. -// *************************** -// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path - - -// Oversampling value, must be 0 (disable), 2, 4, 8, 16 -// This apply to surface cells and instances. -ig_oversampling = 16; - - -// IG Surface Lighting (for ig_light process only) - -// If SurfaceLighting enabled, define size of a cell (in meters) in a surface. -cell_surface_light_size = 1.5; - -// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs -cell_raytrace_delta_z = 0.2; - - -// Build debug surface shapes (slows the process) -build_debug_surface_shape= 0; - - diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/fyros/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/fyros/directories.py deleted file mode 100644 index 6c9134593..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/fyros/directories.py +++ /dev/null @@ -1,131 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-05-24 06:34GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "desert" -EcosystemPath = "ecosystems/" + EcosystemName -ContinentName = "fyros" -ContinentPath = "continents/" + ContinentName -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES LEVELDESIGN/WORLD *** -ContinentLeveldesignWorldDirectory = ContinentName - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "stuff/fyros/decors/constructions" ] -ShapeSourceDirectories += [ "stuff/fyros/city" ] -ShapeSourceDirectories += [ "stuff/fyros/sky" ] -ShapeSourceDirectories += [ "landscape/water/meshes/desert" ] -ShapeSourceDirectories += [ "stuff/fyros/decors/constructions/fy_cn_mairie" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "stuff/fyros/decors/_textures/batiments" ] -MapSourceDirectories += [ "stuff/fyros/city/_textures" ] -MapSourceDirectories += [ "stuff/fyros/sky" ] -MapSourceDirectories += [ "landscape/water/meshes/desert" ] -MapUncompressedSourceDirectories = [ ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ "common/sfx/ps" ] -ShapeLookupDirectories += [ "common/sfx/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/sfx/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "common/construction/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/construction/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_with_coarse_mesh" ] -# ShapeLookupDirectories += [ ContinentName + "/zone_light/water_shapes_lighted" ] huh? - -# Map lookup directories used by shape -MapLookupDirectories = [ ] -MapLookupDirectories += [ "common/sfx/map_export" ] -MapLookupDirectories += [ "common/sfx/map_uncompressed" ] -MapLookupDirectories += [ "common/construction/map_export" ] -MapLookupDirectories += [ "common/construction/map_uncompressed" ] -MapLookupDirectories += [ EcosystemPath + "/map_export" ] -MapLookupDirectories += [ EcosystemPath + "/map_uncompressed" ] -MapLookupDirectories += [ ContinentPath + "/map_export" ] -MapLookupDirectories += [ ContinentPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName + "_maps" -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" - -# Shape lightmaps directory -LightmapInstallDirectory = ShapeInstallDirectory diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/fyros/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/fyros/process.py deleted file mode 100644 index 5a31ce7c2..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/fyros/process.py +++ /dev/null @@ -1,81 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "shape" ] - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "desert" -EcosystemPath = "ecosystems/" + EcosystemName -ContinentName = "fyros" -ContinentPath = "continents/" + ContinentName -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 = 1 -# 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" ] - -# *** MAPS OPTIONS *** -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/indoors/directories.py deleted file mode 100644 index ae098d437..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/directories.py +++ /dev/null @@ -1,262 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-05-24 06:34GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "desert" -EcosystemPath = "ecosystems/" + EcosystemName -ContinentName = "indoors" -ContinentPath = "continents/" + ContinentName -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES LEVELDESIGN/WORLD *** -ContinentLeveldesignWorldDirectory = ContinentName - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "stuff/fyros/decors/constructions/fy_cn_appart_joueur" ] -ShapeSourceDirectories += [ "stuff/fyros/decors/constructions/fy_cn_hall_conseil" ] -ShapeSourceDirectories += [ "stuff/fyros/decors/constructions/fy_cn_hall_reunion_vitrine" ] -ShapeSourceDirectories += [ "stuff/fyros/decors/constructions/fy_cn_salle_npc" ] -ShapeSourceDirectories += [ "stuff/matis/decors/constructions/appart_joueur" ] -ShapeSourceDirectories += [ "stuff/matis/decors/constructions/hall_du_conseil" ] -ShapeSourceDirectories += [ "stuff/matis/decors/constructions/hall_vitrine_hall_reunion" ] -ShapeSourceDirectories += [ "stuff/matis/decors/constructions/salle_npc" ] -ShapeSourceDirectories += [ "stuff/tryker/decors/constructions/hall_conseil" ] -ShapeSourceDirectories += [ "stuff/tryker/decors/constructions/hall_vitrine_reunion" ] -ShapeSourceDirectories += [ "stuff/tryker/decors/constructions/piece_npc" ] -ShapeSourceDirectories += [ "stuff/tryker/decors/constructions/tr_appart" ] -ShapeSourceDirectories += [ "stuff/zorai/decors/constructions/Appart_joueur" ] -ShapeSourceDirectories += [ "stuff/zorai/decors/constructions/hall_conseil" ] -ShapeSourceDirectories += [ "stuff/zorai/decors/constructions/hall_reunion_vitrine" ] -ShapeSourceDirectories += [ "stuff/zorai/decors/constructions/salle_npc" ] - -# Ligo directories -LigoBaseSourceDirectory = "landscape/ligo/" + EcosystemName -LigoMaxSourceDirectory = LigoBaseSourceDirectory + "/max" - -# Zone directories -ZoneSourceDirectory = [ "landscape/zones/" + ContinentName ] # For old snowballs style landscape when not using ligo - -# Ig directories -IgLandSourceDirectories = [ ] -IgOtherSourceDirectories = [ ] -for dir in ShapeSourceDirectories: - IgOtherSourceDirectories += [ dir ] -IgPrimitiveSourceDirectories = [ ] - -# RBank directories -RBankCmbSourceDirectories = [ ] -for dir in ShapeSourceDirectories: - RBankCmbSourceDirectories += [ dir ] - -# Tiles root directory -TileRootSourceDirectory = "landscape/_texture_tiles/" + EcosystemName - -# Displace directory -DisplaceSourceDirectory = "landscape/_texture_tiles/" + EcosystemName + "/displace" - -# Ligo primitive directory used in the client -PsSourceDirectories = [ ] -PsSourceDirectories += [ "primitive_microlife/" + ContinentName ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] -IgLookupDirectories += [ ContinentPath + "/ig_land" ] -IgLookupDirectories += [ ContinentPath + "/ig_other" ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ "common/sfx/ps" ] -ShapeLookupDirectories += [ "common/sfx/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/sfx/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "common/construction/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/construction/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "ecosystems/desert/shape_clodtex_build" ] -ShapeLookupDirectories += [ "ecosystems/desert/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "ecosystems/jungle/shape_clodtex_build" ] -ShapeLookupDirectories += [ "ecosystems/jungle/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "ecosystems/lacustre/shape_clodtex_build" ] -ShapeLookupDirectories += [ "ecosystems/lacustre/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "continents/fyros/shape_clodtex_build" ] -ShapeLookupDirectories += [ "continents/fyros/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "continents/matis/shape_clodtex_build" ] -ShapeLookupDirectories += [ "continents/matis/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "continents/zorai/shape_clodtex_build" ] -ShapeLookupDirectories += [ "continents/zorai/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "continents/tryker/shape_clodtex_build" ] -ShapeLookupDirectories += [ "continents/tryker/shape_with_coarse_mesh" ] - -# Map lookup directories not yet used -MapLookupDirectories = [ ] -MapLookupDirectories += [ "common/sfx/map_export" ] -MapLookupDirectories += [ "common/sfx/map_uncompressed" ] -MapLookupDirectories += [ "common/construction/map_export" ] -MapLookupDirectories += [ "common/construction/map_uncompressed" ] -MapLookupDirectories += [ "ecosystems/desert/map_export" ] -MapLookupDirectories += [ "ecosystems/desert/map_uncompressed" ] -MapLookupDirectories += [ "ecosystems/jungle/map_export" ] -MapLookupDirectories += [ "ecosystems/jungle/map_uncompressed" ] -MapLookupDirectories += [ "ecosystems/lacustre/map_export" ] -MapLookupDirectories += [ "ecosystems/lacustre/map_uncompressed" ] -MapLookupDirectories += [ ContinentPath + "/map_export" ] -MapLookupDirectories += [ ContinentPath + "/map_uncompressed" ] -MapLookupDirectories += [ "continents/fyros/map_export" ] -MapLookupDirectories += [ "continents/fyros/map_uncompressed" ] -MapLookupDirectories += [ "continents/matis/map_export" ] -MapLookupDirectories += [ "continents/matis/map_uncompressed" ] -MapLookupDirectories += [ "continents/zorai/map_export" ] -MapLookupDirectories += [ "continents/zorai/map_uncompressed" ] -MapLookupDirectories += [ "continents/tryker/map_export" ] -MapLookupDirectories += [ "continents/tryker/map_uncompressed" ] - -# PacsPrim lookup directories used by ai_wmap -PacsPrimLookupDirectories = [ ] -PacsPrimLookupDirectories += [ "ecosystems/desert/pacs_prim" ] -PacsPrimLookupDirectories += [ "ecosystems/jungle/pacs_prim" ] -PacsPrimLookupDirectories += [ "ecosystems/lacustre/pacs_prim" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# Ligo directories -LigoDatabaseExportDirectory = "landscape/ligo/" + EcosystemName -LigoDatabaseIgExportDirectory = LigoDatabaseExportDirectory + "/igs" -LigoDatabaseZoneExportDirectory = LigoDatabaseExportDirectory + "/zones" -LigoDatabaseZoneLigoExportDirectory = LigoDatabaseExportDirectory + "/zoneligos" -LigoDatabaseCmbExportDirectory = LigoDatabaseExportDirectory + "/cmb" -LigoTagExportDirectory = "ecosystems/" + EcosystemName + "/ligo_tag" - -# Zone directories -ZoneExportDirectory = ContinentPath + "/zone" -WaterMapSourceDirectories = [ ] - -# RBank directories -RBankCmbExportDirectory = CommonPath + "/rbank_cmb_export" -RBankCmbTagExportDirectory = CommonPath + "/rbank_cmb_tag_export" - -# Smallbank directories -SmallbankExportDirectory = EcosystemPath + "/smallbank" - -# Tiles directories -DisplaceExportDirectory = EcosystemPath + "/diplace" - -# Ig directories -IgStaticLandExportDirectory = ContinentPath + "/ig_static_land" # Landscape IG eported from 3dsmax not elevated by the heightmap -IgStaticOtherExportDirectory = ContinentPath + "/ig_static_other" # Village or construction IGs exported from 3dsmax -IgStaticTagExportDirectory = ContinentPath + "/ig_static_tag" # Tag for exported 3dsmax files - -# PS directories -PsExportDirectory = CommonPath + "/ps" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - -# Ligo directories -LigoZoneBuildDirectory = CommonPath + "/ligo_zones" -LigoIgLandBuildDirectory = CommonPath + "/ligo_ig_land" # Landscape IG found in ligo bricks not elevated by the heightmap -LigoIgOtherBuildDirectory = CommonPath + "/ligo_ig_other" # Village or construction IGs exported from ligo landscape - -# Zone directories -ZoneWeldBuildDirectory = CommonPath + "/zone_weld" -ZoneDependBuildDirectory = CommonPath + "/zone_depend" -ZoneLightWaterShapesLightedExportDirectory = CommonPath + "/zone_lwsl_temp" #fixme -ZoneLightBuildDirectory = CommonPath + "/zone_lighted" #fixme -ZoneLightDependBuildDirectory = CommonPath + "/zone_lighted_depend" #fixme -ZoneLightIgLandBuildDirectory = CommonPath + "/zone_lighted_ig_land" #fixme - -# Farbank directories -FarbankBuildDirectory = EcosystemPath + "/farbank" - -# Ig directories -IgElevLandPrimBuildDirectory = CommonPath + "/ig_elev_land_prim" # landscape IG generated by the prim exporter (already elevated by the land exporter) -IgElevLandLigoBuildDirectory = CommonPath + "/ig_elev_land_ligo" # Landscape IG found in ligo bricks from 3dsmax elevated by the heightmap -IgElevLandStaticBuildDirectory = CommonPath + "/ig_elev_land_static" # Landscape IG eported from 3dsmax elevated by the heightmap -IgTempLandMergeBuildDirectory = CommonPath + "/ig_temp_land_merge" -IgTempLandCompareBuildDirectory = CommonPath + "/ig_temp_land_compare" # Tmp final IG directory for landscape IGs before comparison -IgLandBuildDirectory = CommonPath + "/ig_land" # Final IG directory for landscape IGs -IgOtherBuildDirectory = CommonPath + "/ig_other" # Final IG directory for village or construction IGs -IgOtherLightedBuildDirectory = CommonPath + "/ig_other_lighted" - -# Rbank directories -RbankBboxBuildDirectory = CommonPath + "/rbank_bbox" -RbankTessellationBuildDirectory = CommonPath + "/rbank_tessellation" -RbankSmoothBuildDirectory = CommonPath + "/rbank_smooth" -RbankRawBuildDirectory = CommonPath + "/rbank_raw" -RbankPreprocBuildDirectory = CommonPath + "/rbank_preproc" -RbankRetrieversBuildDirectory = CommonPath + "/rbank_retrievers" -RbankOutputBuildDirectory = CommonPath + "/rbank_output" - -# AI Wmap directories -AiWmapBuildDirectory = CommonPath + "/ai_wmap" -AiWmapBuildTagDirectory = CommonPath + "/ai_wmap_tag" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" - -# Shape lightmaps directory -LightmapInstallDirectory = CommonName + "_lightmaps" - -# Ig directory -IgInstallDirectory = CommonName + "_ig" - -# PACS directory -PacsInstallDirectory = CommonName + "_pacs" - -# PS directory -PsInstallDirectory = CommonName + "_ig" - -# AI Wmap directory -AiWmapInstallDirectory = CommonName + "_ai" diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/indoors/process.py deleted file mode 100644 index b8c3b7225..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/process.py +++ /dev/null @@ -1,167 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "properties" ] -ProcessToComplete += [ "shape" ] -ProcessToComplete += [ "ig" ] -ProcessToComplete += [ "rbank" ] -ProcessToComplete += [ "ig_light" ] -ProcessToComplete += [ "ps" ] -ProcessToComplete += [ "ai_wmap" ] - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "desert" -EcosystemPath = "ecosystems/" + EcosystemName -ContinentName = "indoors" -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 = "" -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 += [ [ "1_aa" ] + [ "2_ai" ] ] - -# *** 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 = "1_AA" -RbankZoneDr = "2_AI" - -# Output names -RbankRbankName = LandscapeName - - -# *** AI WMAP OPTIONS *** -AiWmapContinentName = ContinentName -AiWmapVerbose = 0 -AiWmapStartPoints = [ ] - -# matis -AiWmapStartPoints += [ ContinentName + " 20025 -432" ] # player room -AiWmapStartPoints += [ ContinentName + " 20120 -439" ] # hall room -AiWmapStartPoints += [ ContinentName + " 20190 -454" ] # guild room -AiWmapStartPoints += [ ContinentName + " 20281 -439" ] # role master/npc room - -# zorai -AiWmapStartPoints += [ ContinentName + " 20363 -439" ] # player room -AiWmapStartPoints += [ ContinentName + " 20440 -444" ] # hall room -AiWmapStartPoints += [ ContinentName + " 20519 -466" ] # guild room -AiWmapStartPoints += [ ContinentName + " 20591 -442" ] # role master/npc room - -# tryker -AiWmapStartPoints += [ ContinentName + " 20682 -439" ] # player room -AiWmapStartPoints += [ ContinentName + " 20755 -440" ] # hall room -# AiWmapStartPoints += [ ContinentName + " 20833 -439" ] # guild room -AiWmapStartPoints += [ ContinentName + " 20920 -439" ] # role master/npc room - -# fyros -AiWmapStartPoints += [ ContinentName + " 20998 -441" ] # player room -AiWmapStartPoints += [ ContinentName + " 21079 -443" ] # hall room -AiWmapStartPoints += [ ContinentName + " 21162 -443" ] # guild room -AiWmapStartPoints += [ ContinentName + " 21239 -439" ] # role master/npc room diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_base.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_base.cfg deleted file mode 100644 index 468e8edc0..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_base.cfg +++ /dev/null @@ -1,98 +0,0 @@ - -// Continent name -continent_name = "%ContinentName%"; - -// Level design directory -level_design_directory = "%LeveldesignDirectory%"; - -// World directory -level_design_world_directory = "%LeveldesignWorldDirectory%"; - -// DFN directory -level_design_dfn_directory = "%LeveldesignDfnDirectory%"; - -// Bank file name -bank_name = "%ExportBuildDirectory%/%SmallbankExportDirectory%/%EcosystemName%.smallbank"; -bankfar_name = "%ExportBuildDirectory%/%FarbankBuildDirectory%/%EcosystemName%.farbank"; - -// Search pathes -search_pathes = -{ - "%ExportBuildDirectory%/common/sfx/ps", // Sfx directory - "%ExportBuildDirectory%/common/sfx/shape_clodtex_build", // Sfx directory - "%ExportBuildDirectory%/common/sfx/shape_with_coarse_mesh", // Sfx directory - "%ExportBuildDirectory%/common/sfx/map_export", // Sfx directory - "%ExportBuildDirectory%/common/sfx/map_uncompressed", // Sfx directory - "%ExportBuildDirectory%/common/construction/shape_clodtex_build", // Construction directory - "%ExportBuildDirectory%/common/construction/shape_with_coarse_mesh", // Construction directory - "%ExportBuildDirectory%/common/construction/map_export", // Construction directory - "%ExportBuildDirectory%/common/construction/map_uncompressed", // Construction directory - "%ExportBuildDirectory%/ecosystems/desert/shape_clodtex_build", // Shape directory - "%ExportBuildDirectory%/ecosystems/desert/shape_with_coarse_mesh", // Shape directory - "%ExportBuildDirectory%/ecosystems/desert/map_export", // Map directory - "%ExportBuildDirectory%/ecosystems/desert/map_uncompressed", // Map directory - "%ExportBuildDirectory%/ecosystems/jungle/shape_clodtex_build", // Shape directory - "%ExportBuildDirectory%/ecosystems/jungle/shape_with_coarse_mesh", // Shape directory - "%ExportBuildDirectory%/ecosystems/jungle/map_export", // Map directory - "%ExportBuildDirectory%/ecosystems/jungle/map_uncompressed", // Map directory - "%ExportBuildDirectory%/ecosystems/lacustre/shape_clodtex_build", // Shape directory - "%ExportBuildDirectory%/ecosystems/lacustre/shape_with_coarse_mesh", // Shape directory - "%ExportBuildDirectory%/ecosystems/lacustre/map_export", // Map directory - "%ExportBuildDirectory%/ecosystems/lacustre/map_uncompressed", // Map directory - "%ExportBuildDirectory%/continents/%ContinentName%/ig_land", // Instance group directory - "%ExportBuildDirectory%/continents/%ContinentName%/ig_other", // Instance group directory - "%ExportBuildDirectory%/continents/%ContinentName%/shape_clodtex_build", // Shape directory - "%ExportBuildDirectory%/continents/%ContinentName%/shape_with_coarse_mesh", // Shape directory - "%ExportBuildDirectory%/continents/%ContinentName%/map_export", // Map directory - "%ExportBuildDirectory%/continents/%ContinentName%/map_uncompressed", // Map directory - "%ExportBuildDirectory%/continents/fyros/shape_clodtex_build", // Shape directory - "%ExportBuildDirectory%/continents/fyros/shape_with_coarse_mesh", // Shape directory - "%ExportBuildDirectory%/continents/fyros/map_export", // Map directory - "%ExportBuildDirectory%/continents/fyros/map_uncompressed", // Map directory - "%ExportBuildDirectory%/continents/matis/shape_clodtex_build", // Shape directory - "%ExportBuildDirectory%/continents/matis/shape_with_coarse_mesh", // Shape directory - "%ExportBuildDirectory%/continents/matis/map_export", // Map directory - "%ExportBuildDirectory%/continents/matis/map_uncompressed", // Map directory - "%ExportBuildDirectory%/continents/zorai/shape_clodtex_build", // Shape directory - "%ExportBuildDirectory%/continents/zorai/shape_with_coarse_mesh", // Shape directory - "%ExportBuildDirectory%/continents/zorai/map_export", // Map directory - "%ExportBuildDirectory%/continents/zorai/map_uncompressed", // Map directory - "%ExportBuildDirectory%/continents/tryker/shape_clodtex_build", // Shape directory - "%ExportBuildDirectory%/continents/tryker/shape_with_coarse_mesh", // Shape directory - "%ExportBuildDirectory%/continents/tryker/map_export", // Map directory - "%ExportBuildDirectory%/continents/tryker/map_uncompressed", // Map directory -}; - -// Additional ig file name -additionnal_ig = -{ - -}; - -// Sun direction. -sun_direction = { -0.776685, +0.216619, -0.59147 }; - -// Center of the landscape pointed by the sun -sun_center = {9954, -11017, 0}; - -// Distance of the sun -sun_distance = 50000; - -// FOV of the sun in radian -sun_fov = 0.52359877; // Pi / 6 - -// Sun radius, (for softshadow sampling) -sun_radius = 5000; - -// GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting -grbank= "%ExportBuildDirectory%/%RbankOutputBuildDirectory%/%RbankRbankName%.gr"; - -// LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting -rbank= "%ExportBuildDirectory%/%RbankOutputBuildDirectory%/%RbankRbankName%.rbank"; - -// The lighter search in rbank any retriever with identifier ---igname*** as substring -// where --- is col_identifier_prefix and *** is col_identifier_suffix -// eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_", -// then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig. -col_identifier_prefix= ""; -col_identifier_suffix= ""; diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_draft.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_draft.cfg deleted file mode 100644 index 07fad2f60..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_draft.cfg +++ /dev/null @@ -1,93 +0,0 @@ - -// Load instance group. 0 disable, 1 enable -load_ig = 0; - -// Use ig to compute dependencies 0 disable, 1 enable -compute_dependencies_with_igs = 0; - -// Enable shadows. 0 disable, 1 enable -shadow = 0; - -// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample. -zbuffer_landscape_size = 32768; - -// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this. -zbuffer_object_size = 98304; - -// Square root of the number of soft shadow samples -soft_shadow_samples_sqrt = 4; - -// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small -soft_shadow_jitter = 0.4; - -// Enable the sun contribution. 0 disable, 1 enable -sun_contribution = 1; - -// Enable the sky global illumaniation. 0 disable, 1 enable -sky_contribution = 0; - -// The sky global illumaniation intensity . [0 ~ 1] -sky_intensity = 0.20; - -// Accuracy of the sky global illumaniation algorithm in meter -global_illumination_cell_size = 5; - -// shadow bias for water surfaces -water_shadow_bias = 0.8; - -// ambient lighting for water. [0 ~ 1] -water_ambient = 0.3; - -// diffuse lighting for water. [0 ~ 1] -water_diffuse = 1.0; - -// true if the water color should be modulated with the source diffuse map -modulate_water_color = 0; - -// 1 if the water should receive sky lighting contribution -sky_contribution_for_water = 0; - -// Side length of landscape used to compute the sky global illumaniation in meter -global_illumination_length = 600; - -// Size of the quad grid side in meter. Should be a power of 2. (optimisation) -quad_grid_size = 512; - -// Size of a cell of the quad grid in meter. (optimisation) -quad_grid_cell_size = 1; - -// Number of CPU used to calculate the lightmaps. 0 for automatic detection. -cpu_num = 0; - -/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile -/// are above, below, or intersect a water surface (rough approximation). -/// As a matter of fact, these flags are processed during hte lighting as well. -vegetable_height = 2; - - - - -// *************************** -// Ig Lighting. -// *************************** -// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path - - -// Oversampling value, must be 0 (disable), 2, 4, 8, 16 -// This apply to surface cells and instances. -ig_oversampling = 16; - - -// IG Surface Lighting (for ig_light process only) - -// If SurfaceLighting enabled, define size of a cell (in meters) in a surface. -cell_surface_light_size = 1.5; - -// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs -cell_raytrace_delta_z = 0.2; - - -// Build debug surface shapes (slows the process) -build_debug_surface_shape= 0; - - diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_final.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_final.cfg deleted file mode 100644 index 522c15d44..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_final.cfg +++ /dev/null @@ -1,93 +0,0 @@ - -// Load instance group. 0 disable, 1 enable -load_ig = 1; - -// Use ig to compute dependencies 0 disable, 1 enable -compute_dependencies_with_igs = 1; - -// Enable shadows. 0 disable, 1 enable -shadow = 1; - -// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample. -zbuffer_landscape_size = 32768; - -// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this. -zbuffer_object_size = 98304; - -// Square root of the number of soft shadow samples -soft_shadow_samples_sqrt = 4; - -// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small -soft_shadow_jitter = 0.4; - -// Enable the sun contribution. 0 disable, 1 enable -sun_contribution = 1; - -// Enable the sky global illumaniation. 0 disable, 1 enable -sky_contribution = 1; - -// The sky global illumaniation intensity . [0 ~ 1] -sky_intensity = 0.20; - -// Accuracy of the sky global illumaniation algorithm in meter -global_illumination_cell_size = 5; - -// shadow bias for water surfaces -water_shadow_bias = 0.8; - -// ambient lighting for water. [0 ~ 1] -water_ambient = 0.3; - -// diffuse lighting for water. [0 ~ 1] -water_diffuse = 1.0; - -// true if the water color should be modulated with the source diffuse map -modulate_water_color = 0; - -// 1 if the water should receive sky lighting contribution -sky_contribution_for_water = 0; - -// Side length of landscape used to compute the sky global illumaniation in meter -global_illumination_length = 600; - -// Size of the quad grid side in meter. Should be a power of 2. (optimisation) -quad_grid_size = 64; - -// Size of a cell of the quad grid in meter. (optimisation) -quad_grid_cell_size = 2; - -// Number of CPU used to calculate the lightmaps. 0 for automatic detection. -cpu_num = 0; - -/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile -/// are above, below, or intersect a water surface (rough approximation). -/// As a matter of fact, these flags are processed during hte lighting as well. -vegetable_height = 2; - - - - -// *************************** -// Ig Lighting. -// *************************** -// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path - - -// Oversampling value, must be 0 (disable), 2, 4, 8, 16 -// This apply to surface cells and instances. -ig_oversampling = 16; - - -// IG Surface Lighting (for ig_light process only) - -// If SurfaceLighting enabled, define size of a cell (in meters) in a surface. -cell_surface_light_size = 1.5; - -// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs -cell_raytrace_delta_z = 0.2; - - -// Build debug surface shapes (slows the process) -build_debug_surface_shape= 0; - - diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/matis/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/matis/directories.py deleted file mode 100644 index 496f4b134..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/matis/directories.py +++ /dev/null @@ -1,124 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-05-24 06:34GMT -# \author Jan Boon (Kaetemi) -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "jungle" -EcosystemPath = "ecosystems/" + EcosystemName -ContinentName = "matis" -ContinentPath = "continents/" + ContinentName -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES LEVELDESIGN/WORLD *** -ContinentLeveldesignWorldDirectory = ContinentName - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "stuff/matis/decors/constructions" ] -ShapeSourceDirectories += [ "stuff/matis/sky" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "stuff/matis/decors/_textures/batiments" ] -MapSourceDirectories += [ "stuff/matis/sky" ] -MapUncompressedSourceDirectories = [ ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ "common/sfx/ps" ] -ShapeLookupDirectories += [ "common/sfx/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/sfx/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "common/construction/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/construction/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_with_coarse_mesh" ] -# ShapeLookupDirectories += [ ContinentName + "/zone_light/water_shapes_lighted" ] huh? - -# Map lookup directories used by shape -MapLookupDirectories = [ ] -MapLookupDirectories += [ "common/sfx/map_export" ] -MapLookupDirectories += [ "common/sfx/map_uncompressed" ] -MapLookupDirectories += [ "common/construction/map_export" ] -MapLookupDirectories += [ "common/construction/map_uncompressed" ] -MapLookupDirectories += [ EcosystemPath + "/map_export" ] -MapLookupDirectories += [ EcosystemPath + "/map_uncompressed" ] -MapLookupDirectories += [ ContinentPath + "/map_export" ] -MapLookupDirectories += [ ContinentPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName + "_maps" -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" - -# Shape lightmaps directory -LightmapInstallDirectory = ShapeInstallDirectory diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/matis/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/matis/process.py deleted file mode 100644 index 3ac1dc6b2..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/matis/process.py +++ /dev/null @@ -1,81 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "shape" ] - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "jungle" -EcosystemPath = "ecosystems/" + EcosystemName -ContinentName = "matis" -ContinentPath = "continents/" + ContinentName -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" ] - -# *** MAPS OPTIONS *** -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/directories.py deleted file mode 100644 index 111acb560..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/directories.py +++ /dev/null @@ -1,251 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-05-24 06:34GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "jungle" -EcosystemPath = "ecosystems/" + EcosystemName -ContinentName = "newbieland" -ContinentPath = "continents/" + ContinentName -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES LEVELDESIGN/WORLD *** -ContinentLeveldesignWorldDirectory = ContinentName - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "stuff/" + ContinentName + "/sky" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "stuff/" + ContinentName + "/sky" ] - -MapUncompressedSourceDirectories = [ ] - -# Ligo directories -LigoBaseSourceDirectory = "landscape/ligo/" + EcosystemName -LigoMaxSourceDirectory = LigoBaseSourceDirectory + "/max" - -# Zone directories -ZoneSourceDirectory = [ "landscape/zones/" + ContinentName ] # For old snowballs style landscape when not using ligo - -# RBank directories -RBankCmbSourceDirectories = [ ] - -# Ig directories -IgLandSourceDirectories = [ ] -# IgLandSourceDirectories += [ "landscape/zones/" + ContinentName ] # For old snowballs style landscape when not using ligo -IgOtherSourceDirectories = [ ] -IgOtherSourceDirectories += [ "stuff/" + ContinentName + "/sky" ] # The canopee in the sky -IgPrimitiveSourceDirectories = [ ] -IgPrimitiveSourceDirectories += [ "primitive/" + ContinentName ] # Contains plants (trees, etc) primitive made with world editor - -# Tiles root directory -TileRootSourceDirectory = "landscape/_texture_tiles/" + EcosystemName - -# Displace directory -DisplaceSourceDirectory = "landscape/_texture_tiles/" + EcosystemName + "/displace" - -# Ligo primitive directory used in the client -PsSourceDirectories = [ ] -PsSourceDirectories += [ "primitive_microlife/" + ContinentName ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] -IgLookupDirectories += [ ContinentPath + "/ig_land" ] -IgLookupDirectories += [ ContinentPath + "/ig_other" ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ "common/sfx/ps" ] -ShapeLookupDirectories += [ "common/sfx/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/sfx/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "common/construction/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/construction/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_with_coarse_mesh" ] -# ShapeLookupDirectories += [ ContinentName + "/zone_light/water_shapes_lighted" ] huh? -ShapeLookupDirectories += [ "ecosystems/lacustre/shape_clodtex_build" ] # additional -ShapeLookupDirectories += [ "ecosystems/lacustre/shape_with_coarse_mesh" ] # additional - -# Map lookup directories used by shape -MapLookupDirectories = [ ] -MapLookupDirectories += [ "common/sfx/map_export" ] -MapLookupDirectories += [ "common/sfx/map_uncompressed" ] -MapLookupDirectories += [ "common/construction/map_export" ] -MapLookupDirectories += [ "common/construction/map_uncompressed" ] -MapLookupDirectories += [ EcosystemPath + "/map_export" ] -MapLookupDirectories += [ EcosystemPath + "/map_uncompressed" ] -MapLookupDirectories += [ ContinentPath + "/map_export" ] -MapLookupDirectories += [ ContinentPath + "/map_uncompressed" ] -MapLookupDirectories += [ "ecosystems/lacustre/map_export" ] # additional -MapLookupDirectories += [ "ecosystems/lacustre/map_uncompressed" ] # additional - -# PacsPrim lookup directories used by ai_wmap -PacsPrimLookupDirectories = [ ] -PacsPrimLookupDirectories += [ EcosystemPath + "/pacs_prim" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# Ligo directories -LigoDatabaseExportDirectory = "landscape/ligo/" + EcosystemName -LigoDatabaseIgExportDirectory = LigoDatabaseExportDirectory + "/igs" -LigoDatabaseZoneExportDirectory = LigoDatabaseExportDirectory + "/zones" -LigoDatabaseZoneLigoExportDirectory = LigoDatabaseExportDirectory + "/zoneligos" -LigoDatabaseCmbExportDirectory = LigoDatabaseExportDirectory + "/cmb" -LigoTagExportDirectory = "ecosystems/" + EcosystemName + "/ligo_tag" - -# Zone directories -ZoneExportDirectory = ContinentPath + "/zone" -WaterMapSourceDirectories = [ ] - -# RBank directories -RBankCmbExportDirectory = CommonPath + "/rbank_cmb_export" -RBankCmbTagExportDirectory = CommonPath + "/rbank_cmb_tag_export" - -# Smallbank directories -SmallbankExportDirectory = EcosystemPath + "/smallbank" - -# Tiles directories -DisplaceExportDirectory = EcosystemPath + "/diplace" - -# Ig directories -IgStaticLandExportDirectory = ContinentPath + "/ig_static_land" # Landscape IG eported from 3dsmax not elevated by the heightmap -IgStaticOtherExportDirectory = ContinentPath + "/ig_static_other" # Village or construction IGs exported from 3dsmax -IgStaticTagExportDirectory = ContinentPath + "/ig_static_tag" # Tag for exported 3dsmax files - -# PS directories -PsExportDirectory = CommonPath + "/ps" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - -# Ligo directories -LigoZoneBuildDirectory = CommonPath + "/ligo_zones" -LigoIgLandBuildDirectory = CommonPath + "/ligo_ig_land" # Landscape IG found in ligo bricks not elevated by the heightmap -LigoIgOtherBuildDirectory = CommonPath + "/ligo_ig_other" # Village or construction IGs exported from ligo landscape - -# Zone directories -ZoneWeldBuildDirectory = CommonPath + "/zone_weld" -ZoneDependBuildDirectory = CommonPath + "/zone_depend" -ZoneLightWaterShapesLightedExportDirectory = CommonPath + "/zone_lwsl_temp" #fixme -ZoneLightBuildDirectory = CommonPath + "/zone_lighted" #fixme -ZoneLightDependBuildDirectory = CommonPath + "/zone_lighted_depend" #fixme -ZoneLightIgLandBuildDirectory = CommonPath + "/zone_lighted_ig_land" #fixme - -# Farbank directories -FarbankBuildDirectory = EcosystemPath + "/farbank" - -# Ig directories -IgElevLandPrimBuildDirectory = CommonPath + "/ig_elev_land_prim" # landscape IG generated by the prim exporter (already elevated by the land exporter) -IgElevLandLigoBuildDirectory = CommonPath + "/ig_elev_land_ligo" # Landscape IG found in ligo bricks from 3dsmax elevated by the heightmap -IgElevLandStaticBuildDirectory = CommonPath + "/ig_elev_land_static" # Landscape IG eported from 3dsmax elevated by the heightmap -IgTempLandMergeBuildDirectory = CommonPath + "/ig_temp_land_merge" -IgTempLandCompareBuildDirectory = CommonPath + "/ig_temp_land_compare" # Tmp final IG directory for landscape IGs before comparison -IgLandBuildDirectory = CommonPath + "/ig_land" # Final IG directory for landscape IGs -IgOtherBuildDirectory = CommonPath + "/ig_other" # Final IG directory for village or construction IGs -IgOtherLightedBuildDirectory = CommonPath + "/ig_other_lighted" - -# Rbank directories -RbankBboxBuildDirectory = CommonPath + "/rbank_bbox" -RbankTessellationBuildDirectory = CommonPath + "/rbank_tessellation" -RbankSmoothBuildDirectory = CommonPath + "/rbank_smooth" -RbankRawBuildDirectory = CommonPath + "/rbank_raw" -RbankPreprocBuildDirectory = CommonPath + "/rbank_preproc" -RbankRetrieversBuildDirectory = CommonPath + "/rbank_retrievers" -RbankOutputBuildDirectory = CommonPath + "/rbank_output" - -# AI Wmap directories -AiWmapBuildDirectory = CommonPath + "/ai_wmap" -AiWmapBuildTagDirectory = CommonPath + "/ai_wmap_tag" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName + "_maps" -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" - -# Shape lightmaps directory -LightmapInstallDirectory = ShapeInstallDirectory - -# Ig directory -IgInstallDirectory = CommonName + "_ig" - -# Zone directory -ZoneInstallDirectory = CommonName + "_zones" -WaterMapsInstallDirectory = ZoneInstallDirectory - -# PACS directory -PacsInstallDirectory = CommonName + "_pacs" - -# PS directory -PsInstallDirectory = CommonName + "_ig" - -# AI Wmap directory -AiWmapInstallDirectory = CommonName + "_ai" diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/process.py deleted file mode 100644 index 14e7ca8d1..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/process.py +++ /dev/null @@ -1,169 +0,0 @@ -#!/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 -# 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 . -# - -# *** 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" ] diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_base.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_base.cfg deleted file mode 100644 index fb71eb185..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_base.cfg +++ /dev/null @@ -1,79 +0,0 @@ - -// Continent name -continent_name = "%ContinentName%"; - -// Level design directory -level_design_directory = "%LeveldesignDirectory%"; - -// World directory -level_design_world_directory = "%LeveldesignWorldDirectory%"; - -// DFN directory -level_design_dfn_directory = "%LeveldesignDfnDirectory%"; - -// Bank file name -bank_name = "%ExportBuildDirectory%/%SmallbankExportDirectory%/%EcosystemName%.smallbank"; -bankfar_name = "%ExportBuildDirectory%/%FarbankBuildDirectory%/%EcosystemName%.farbank"; - -// Search pathes -search_pathes = -{ - "%ExportBuildDirectory%/common/sfx/ps", // Sfx directory - "%ExportBuildDirectory%/common/sfx/shape_clodtex_build", // Sfx directory - "%ExportBuildDirectory%/common/sfx/shape_with_coarse_mesh", // Sfx directory - "%ExportBuildDirectory%/common/sfx/map_export", // Sfx directory - "%ExportBuildDirectory%/common/sfx/map_uncompressed", // Sfx directory - "%ExportBuildDirectory%/common/construction/shape_clodtex_build", // Construction directory - "%ExportBuildDirectory%/common/construction/shape_with_coarse_mesh", // Construction directory - "%ExportBuildDirectory%/common/construction/map_export", // Construction directory - "%ExportBuildDirectory%/common/construction/map_uncompressed", // Construction directory - "%ExportBuildDirectory%/ecosystems/%EcosystemName%/shape_clodtex_build", // Shape directory - "%ExportBuildDirectory%/ecosystems/%EcosystemName%/shape_with_coarse_mesh", // Shape directory - "%ExportBuildDirectory%/ecosystems/%EcosystemName%/map_export", // Map directory - "%ExportBuildDirectory%/ecosystems/%EcosystemName%/map_uncompressed", // Map directory - "%ExportBuildDirectory%/ecosystems/lacustre/shape_clodtex_build", // Shape directory - "%ExportBuildDirectory%/ecosystems/lacustre/shape_with_coarse_mesh", // Shape directory - "%ExportBuildDirectory%/ecosystems/lacustre/map_export", // Map directory - "%ExportBuildDirectory%/ecosystems/lacustre/map_uncompressed", // Map directory - "%ExportBuildDirectory%/continents/%ContinentName%/zone_light/water_shapes_lighted", // Water shape lighted directory - "%ExportBuildDirectory%/continents/%ContinentName%/ig_land", // Instance group directory - "%ExportBuildDirectory%/continents/%ContinentName%/ig_other", // Instance group directory - "%ExportBuildDirectory%/continents/%ContinentName%/shape_clodtex_build", // Shape directory - "%ExportBuildDirectory%/continents/%ContinentName%/shape_with_coarse_mesh", // Shape directory - "%ExportBuildDirectory%/continents/%ContinentName%/map_export", // Map directory - "%ExportBuildDirectory%/continents/%ContinentName%/map_uncompressed", // Map directory -}; - -// Additional ig file name -additionnal_ig = -{ - -}; - -// Sun direction. -sun_direction = { -0.776685, +0.216619, -0.59147 }; - -// Center of the landscape pointed by the sun -sun_center = {9954, -11017, 0}; - -// Distance of the sun -sun_distance = 50000; - -// FOV of the sun in radian -sun_fov = 0.52359877; // Pi / 6 - -// Sun radius, (for softshadow sampling) -sun_radius = 5000; - -// GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting -grbank= "%ExportBuildDirectory%/%RbankOutputBuildDirectory%/%RbankRbankName%.gr"; - -// LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting -rbank= "%ExportBuildDirectory%/%RbankOutputBuildDirectory%/%RbankRbankName%.rbank"; - -// The lighter search in rbank any retriever with identifier ---igname*** as substring -// where --- is col_identifier_prefix and *** is col_identifier_suffix -// eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_", -// then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig. -col_identifier_prefix= ""; -col_identifier_suffix= ""; diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_draft.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_draft.cfg deleted file mode 100644 index 07fad2f60..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_draft.cfg +++ /dev/null @@ -1,93 +0,0 @@ - -// Load instance group. 0 disable, 1 enable -load_ig = 0; - -// Use ig to compute dependencies 0 disable, 1 enable -compute_dependencies_with_igs = 0; - -// Enable shadows. 0 disable, 1 enable -shadow = 0; - -// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample. -zbuffer_landscape_size = 32768; - -// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this. -zbuffer_object_size = 98304; - -// Square root of the number of soft shadow samples -soft_shadow_samples_sqrt = 4; - -// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small -soft_shadow_jitter = 0.4; - -// Enable the sun contribution. 0 disable, 1 enable -sun_contribution = 1; - -// Enable the sky global illumaniation. 0 disable, 1 enable -sky_contribution = 0; - -// The sky global illumaniation intensity . [0 ~ 1] -sky_intensity = 0.20; - -// Accuracy of the sky global illumaniation algorithm in meter -global_illumination_cell_size = 5; - -// shadow bias for water surfaces -water_shadow_bias = 0.8; - -// ambient lighting for water. [0 ~ 1] -water_ambient = 0.3; - -// diffuse lighting for water. [0 ~ 1] -water_diffuse = 1.0; - -// true if the water color should be modulated with the source diffuse map -modulate_water_color = 0; - -// 1 if the water should receive sky lighting contribution -sky_contribution_for_water = 0; - -// Side length of landscape used to compute the sky global illumaniation in meter -global_illumination_length = 600; - -// Size of the quad grid side in meter. Should be a power of 2. (optimisation) -quad_grid_size = 512; - -// Size of a cell of the quad grid in meter. (optimisation) -quad_grid_cell_size = 1; - -// Number of CPU used to calculate the lightmaps. 0 for automatic detection. -cpu_num = 0; - -/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile -/// are above, below, or intersect a water surface (rough approximation). -/// As a matter of fact, these flags are processed during hte lighting as well. -vegetable_height = 2; - - - - -// *************************** -// Ig Lighting. -// *************************** -// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path - - -// Oversampling value, must be 0 (disable), 2, 4, 8, 16 -// This apply to surface cells and instances. -ig_oversampling = 16; - - -// IG Surface Lighting (for ig_light process only) - -// If SurfaceLighting enabled, define size of a cell (in meters) in a surface. -cell_surface_light_size = 1.5; - -// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs -cell_raytrace_delta_z = 0.2; - - -// Build debug surface shapes (slows the process) -build_debug_surface_shape= 0; - - diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_final.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_final.cfg deleted file mode 100644 index 522c15d44..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_final.cfg +++ /dev/null @@ -1,93 +0,0 @@ - -// Load instance group. 0 disable, 1 enable -load_ig = 1; - -// Use ig to compute dependencies 0 disable, 1 enable -compute_dependencies_with_igs = 1; - -// Enable shadows. 0 disable, 1 enable -shadow = 1; - -// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample. -zbuffer_landscape_size = 32768; - -// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this. -zbuffer_object_size = 98304; - -// Square root of the number of soft shadow samples -soft_shadow_samples_sqrt = 4; - -// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small -soft_shadow_jitter = 0.4; - -// Enable the sun contribution. 0 disable, 1 enable -sun_contribution = 1; - -// Enable the sky global illumaniation. 0 disable, 1 enable -sky_contribution = 1; - -// The sky global illumaniation intensity . [0 ~ 1] -sky_intensity = 0.20; - -// Accuracy of the sky global illumaniation algorithm in meter -global_illumination_cell_size = 5; - -// shadow bias for water surfaces -water_shadow_bias = 0.8; - -// ambient lighting for water. [0 ~ 1] -water_ambient = 0.3; - -// diffuse lighting for water. [0 ~ 1] -water_diffuse = 1.0; - -// true if the water color should be modulated with the source diffuse map -modulate_water_color = 0; - -// 1 if the water should receive sky lighting contribution -sky_contribution_for_water = 0; - -// Side length of landscape used to compute the sky global illumaniation in meter -global_illumination_length = 600; - -// Size of the quad grid side in meter. Should be a power of 2. (optimisation) -quad_grid_size = 64; - -// Size of a cell of the quad grid in meter. (optimisation) -quad_grid_cell_size = 2; - -// Number of CPU used to calculate the lightmaps. 0 for automatic detection. -cpu_num = 0; - -/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile -/// are above, below, or intersect a water surface (rough approximation). -/// As a matter of fact, these flags are processed during hte lighting as well. -vegetable_height = 2; - - - - -// *************************** -// Ig Lighting. -// *************************** -// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path - - -// Oversampling value, must be 0 (disable), 2, 4, 8, 16 -// This apply to surface cells and instances. -ig_oversampling = 16; - - -// IG Surface Lighting (for ig_light process only) - -// If SurfaceLighting enabled, define size of a cell (in meters) in a surface. -cell_surface_light_size = 1.5; - -// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs -cell_raytrace_delta_z = 0.2; - - -// Build debug surface shapes (slows the process) -build_debug_surface_shape= 0; - - diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/tryker/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/tryker/directories.py deleted file mode 100644 index 5d4024e61..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/tryker/directories.py +++ /dev/null @@ -1,126 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-05-24 06:34GMT -# \author Jan Boon (Kaetemi) -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "lacustre" -EcosystemPath = "ecosystems/" + EcosystemName -ContinentName = "tryker" -ContinentPath = "continents/" + ContinentName -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES LEVELDESIGN/WORLD *** -ContinentLeveldesignWorldDirectory = ContinentName - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "stuff/tryker/decors/constructions" ] -ShapeSourceDirectories += [ "stuff/tryker/sky" ] -ShapeSourceDirectories += [ "landscape/water/Meshes/lacustre" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "stuff/tryker/decors/_textures/batiments" ] -MapSourceDirectories += [ "stuff/tryker/sky" ] -MapSourceDirectories += [ "landscape/water/Meshes/lacustre" ] -MapUncompressedSourceDirectories = [ ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ "common/sfx/ps" ] -ShapeLookupDirectories += [ "common/sfx/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/sfx/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "common/construction/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/construction/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_with_coarse_mesh" ] -# ShapeLookupDirectories += [ ContinentName + "/zone_light/water_shapes_lighted" ] huh? - -# Map lookup directories used by shape -MapLookupDirectories = [ ] -MapLookupDirectories += [ "common/sfx/map_export" ] -MapLookupDirectories += [ "common/sfx/map_uncompressed" ] -MapLookupDirectories += [ "common/construction/map_export" ] -MapLookupDirectories += [ "common/construction/map_uncompressed" ] -MapLookupDirectories += [ EcosystemPath + "/map_export" ] -MapLookupDirectories += [ EcosystemPath + "/map_uncompressed" ] -MapLookupDirectories += [ ContinentPath + "/map_export" ] -MapLookupDirectories += [ ContinentPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName + "_maps" -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" - -# Shape lightmaps directory -LightmapInstallDirectory = ShapeInstallDirectory diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/tryker/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/tryker/process.py deleted file mode 100644 index d277c2030..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/tryker/process.py +++ /dev/null @@ -1,81 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "shape" ] - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "lacustre" -EcosystemPath = "ecosystems/" + EcosystemName -ContinentName = "tryker" -ContinentPath = "continents/" + ContinentName -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" ] - -# *** MAPS OPTIONS *** -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/zorai/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/zorai/directories.py deleted file mode 100644 index cc0596f10..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/zorai/directories.py +++ /dev/null @@ -1,124 +0,0 @@ -#!/usr/bin/python -# -# \file directories.py -# \brief Directories configuration -# \date 2010-05-24 06:34GMT -# \author Jan Boon (Kaetemi) -# Python port of game data build pipeline. -# Directories configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "jungle" -EcosystemPath = "ecosystems/" + EcosystemName -ContinentName = "zorai" -ContinentPath = "continents/" + ContinentName -CommonName = ContinentName -CommonPath = ContinentPath - - -# *** SOURCE DIRECTORIES LEVELDESIGN/WORLD *** -ContinentLeveldesignWorldDirectory = ContinentName - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ "stuff/zorai/decors/constructions" ] -ShapeSourceDirectories += [ "stuff/zorai/sky" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ "stuff/zorai/decors/_textures/batiments" ] -MapSourceDirectories += [ "stuff/zorai/sky" ] -MapUncompressedSourceDirectories = [ ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ "common/sfx/ps" ] -ShapeLookupDirectories += [ "common/sfx/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/sfx/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ "common/construction/shape_clodtex_build" ] -ShapeLookupDirectories += [ "common/construction/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_with_coarse_mesh" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ ContinentPath + "/shape_with_coarse_mesh" ] -# ShapeLookupDirectories += [ ContinentName + "/zone_light/water_shapes_lighted" ] huh? - -# Map lookup directories used by shape -MapLookupDirectories = [ ] -MapLookupDirectories += [ "common/sfx/map_export" ] -MapLookupDirectories += [ "common/sfx/map_uncompressed" ] -MapLookupDirectories += [ "common/construction/map_export" ] -MapLookupDirectories += [ "common/construction/map_uncompressed" ] -MapLookupDirectories += [ EcosystemPath + "/map_export" ] -MapLookupDirectories += [ EcosystemPath + "/map_uncompressed" ] -MapLookupDirectories += [ ContinentPath + "/map_export" ] -MapLookupDirectories += [ ContinentPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName + "_maps" -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" - -# Shape lightmaps directory -LightmapInstallDirectory = ShapeInstallDirectory diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/zorai/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/zorai/process.py deleted file mode 100644 index 1c2df1cc6..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/continents/zorai/process.py +++ /dev/null @@ -1,81 +0,0 @@ -#!/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 -# 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 . -# - -# *** PROCESS CONFIGURATION *** - - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "shape" ] - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "jungle" -EcosystemPath = "ecosystems/" + EcosystemName -ContinentName = "zorai" -ContinentPath = "continents/" + ContinentName -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" ] - -# *** MAPS OPTIONS *** -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/directories.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/directories.py deleted file mode 100644 index 0a0534f1c..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/directories.py +++ /dev/null @@ -1,269 +0,0 @@ -#!/usr/bin/python -# -# ################################################################# -# ## WARNING : this is a generated file, don't change it ! -# ################################################################# -# -# \file directories.py -# \brief Directories configuration -# \date 2010-09-19-14-19-GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration for 'desert' ecosystem. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "desert" -EcosystemPath = "ecosystems/" + EcosystemName -CommonName = EcosystemName -CommonPath = EcosystemPath - -DatabaseRootName = "fyros" -DatabaseRootPath = "stuff/" + DatabaseRootName - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ DatabaseRootPath + "/decors/vegetations" ] -ShapeSourceDirectories += [ "landscape/ligo/" + EcosystemName + "/max" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ DatabaseRootPath + "/decors/_textures" ] -MapSourceDirectories += [ DatabaseRootPath + "/decors/_textures/vegetations" ] -MapSourceDirectories += [ "landscape/microveget/" + EcosystemName + "" ] -MapSourceDirectories += [ "landscape/water/meshes/" + EcosystemName + "" ] - -MapUncompressedSourceDirectories = [ ] - -# Tiles directories -TilesSourceDirectories = [ ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/1.5-marecage_profond" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/1-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/2-citees" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/3-fond_canyon" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/4.2-boisbandeclair" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/4.5-desert2boisbande" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/4-falaise_bois_bande" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/5-falaise_normales" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/6.5-desertalternatif" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/6-desert" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/7-routes" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/8-foretbrule" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/1.5-marecage_profond" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/1-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/2-citees" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/3-fond_canyon" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/4.2-boisbandeclair" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/4.5-desert2boisbande" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/4-falaise_bois_bande" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/5-falaise_normales" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/6.5-desertalternatif" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/6-desert" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/7-routes" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/8-foretbrule" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/1.5-marecage_profond" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/1-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/2-citees" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/3-fond_canyon" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/4.2-boisbandeclair" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/4.5-desert2boisbande" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/4-falaise_bois_bande" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/5-falaise_normales" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/6.5-desertalternatif" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/6-desert" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/7-routes" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/8-foretbrule" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/1.5-marecage_profond" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/1-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/2-citees" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/3-fond_canyon" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/4.2-boisbandeclair" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/4.5-desert2boisbande" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/4-falaise_bois_bande" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/5-falaise_normales" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/6.5-desertalternatif" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/6-desert" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/7-routes" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/8-foretbrule" ] - -# Tiles root directory -TileRootSourceDirectory = "landscape/_texture_tiles/" + EcosystemName - -# Displace directory -DisplaceSourceDirectory = "landscape/_texture_tiles/" + EcosystemName + "/displace" - -# Do not use, needs to be removed and fixed in processes -DisplaceSourceDirectories = [ ] -DisplaceSourceDirectories += [ DisplaceSourceDirectory ] - -# Bank directory -BankSourceDirectory = "landscape/_texture_tiles/" + EcosystemName - -# Vegetable set directories -VegetSetSourceDirectories = [ ] -VegetSetSourceDirectories += [ "landscape/microveget/" + EcosystemName ] - -# Veget directories -VegetSourceDirectories = [ ] -VegetSourceDirectories += [ "landscape/microveget/" + EcosystemName ] - -# Ligo directories -LigoBaseSourceDirectory = "landscape/ligo/" + EcosystemName -LigoMaxSourceDirectory = LigoBaseSourceDirectory + "/max" - -# Zone directories -ZoneSourceDirectory = [ "landscape/zones/" + EcosystemName ] # For old snowballs style landscape when not using ligo - -# Ig landscape directories -IgLandSourceDirectory = "_invalid" - -# Ig other directories -IgOtherSourceDirectory = "_invalid" - -# PACS primitives directories -PacsPrimSourceDirectories = [ ] -PacsPrimSourceDirectories += [ DatabaseRootPath + "/decors/vegetations" ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_with_coarse_mesh" ] - -# Map lookup directories not yet used -MapLookupDirectories = [ ] -MapLookupDirectories += [ EcosystemPath + "/map_export" ] -MapLookupDirectories += [ EcosystemPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# Smallbank directories -SmallbankExportDirectory = CommonPath + "/smallbank" - -# Tiles directories -TilesExportDirectory = CommonPath + "/tiles" - -# Tiles directories -DisplaceExportDirectory = CommonPath + "/diplace" - -# Veget directories -VegetExportDirectory = CommonPath + "/veget" -VegetTagExportDirectory = CommonPath + "/veget_tag" - -# Veget Set directories -VegetSetExportDirectory = CommonPath + "/veget_set" - -# Ligo directories -LigoDatabaseExportDirectory = "landscape/ligo/" + EcosystemName -LigoDatabaseIgExportDirectory = LigoDatabaseExportDirectory + "/igs" -LigoDatabaseZoneExportDirectory = LigoDatabaseExportDirectory + "/zones" -LigoDatabaseZoneLigoExportDirectory = LigoDatabaseExportDirectory + "/zoneligos" -LigoDatabaseCmbExportDirectory = LigoDatabaseExportDirectory + "/cmb" -LigoTagExportDirectory = CommonPath + "/ligo_tag" - -# Zone directories -ZoneExportDirectory = CommonPath + "/zone" - -# PACS primitives directories -PacsPrimExportDirectory = CommonPath + "/pacs_prim" -PacsPrimTagExportDirectory = CommonPath + "/pacs_prim_tag" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - -# Farbank directories -FarbankBuildDirectory = CommonPath + "/farbank" - -# Ig directories ************** TODO CONFIRM IN IG BUILD PROCESS ************ FIX RBANK IF NEEDED *********** -IgLandBuildDirectory = "_invalid" -IgOtherBuildDirectory = "_invalid" - -# Rbank directories -RbankOutputBuildDirectory = "_invalid" - -# Ligo directories - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName + "_maps" -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" - -# Lightmap directory -LightmapInstallDirectory = CommonName + "_lightmaps" - -# Tile directory -TilesInstallDirectory = CommonName + "_tiles" - -# Displace directory -DisplaceInstallDirectory = CommonName + "_displaces" - -# Bank directory -BankInstallDirectory = CommonName + "_bank" - -# Vegetable set directory -VegetSetInstallDirectory = CommonName + "_vegetable_sets" - -# Vegetable shape directory -VegetInstallDirectory = CommonName + "_vegetables" - -# PACS primitives directories -PacsPrimInstallDirectory = CommonName + "_pacs_prim" diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/process.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/process.py deleted file mode 100644 index 316d4f58e..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/process.py +++ /dev/null @@ -1,132 +0,0 @@ -#!/usr/bin/python -# -# ################################################################# -# ## WARNING : this is a generated file, don't change it ! -# ################################################################# -# -# \file config.py -# \brief Process configuration -# \date 2010-09-19-14-19-GMT -# \author Jan Boon (Kaetemi) -# Python port of game data build pipeline. -# Process configuration for 'desert' ecosystem. -# -# NeL - MMORPG Framework -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "shape" ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "smallbank" ] -ProcessToComplete += [ "farbank" ] -ProcessToComplete += [ "tiles" ] -ProcessToComplete += [ "displace" ] -ProcessToComplete += [ "veget" ] -ProcessToComplete += [ "vegetset" ] -ProcessToComplete += [ "ligo" ] -ProcessToComplete += [ "pacs_prim" ] - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "desert" -EcosystemPath = "ecosystems/" + EcosystemName -CommonName = EcosystemName -CommonPath = EcosystemPath - - -# *** MAP EXPORT OPTIONS *** -PanoplyFileList = [ ] -HlsBankFileName = "" - -# *** SHAPE EXPORT OPTIONS *** - -# Compute lightmaps ? -ShapeExportOptExportLighting = "true" - -# Cast shadow in lightmap ? -ShapeExportOptShadow = "true" - -# Lighting limits. 0 : normal, 1 : soft shadows -ShapeExportOptLightingLimit = 1 - -# 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 = "true" - -# 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 = [ ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_sp" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_su" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_au" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_wi" ] - -# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM *** -MultipleTilesPostfix = [ ] -MultipleTilesPostfix += [ "_sp" ] -MultipleTilesPostfix += [ "_su" ] -MultipleTilesPostfix += [ "_au" ] -MultipleTilesPostfix += [ "_wi" ] - -# *** BANK EXPORT OPTIONS *** - -# Name of the tilebank to use -BankTileBankName = EcosystemName - -# *** RBANK EXPORT OPTIONS *** - -# Output names -RbankRbankName = "_invalid" - -# *** LIGO OPTIONS *** - -LigoExportLand = "" -LigoExportOnePass = 0 - -# *** MAPS OPTIONS *** - -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None - -# *** SHAPE BUILD OPTIONS * - -DoBuildShadowSkin = False -ClodConfigFile = "" - -# *** PACS_PRIM OPTIONS *** -WantLandscapeColPrimPacsList = True diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/directories.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/directories.py deleted file mode 100644 index 716afc247..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/directories.py +++ /dev/null @@ -1,273 +0,0 @@ -#!/usr/bin/python -# -# ################################################################# -# ## WARNING : this is a generated file, don't change it ! -# ################################################################# -# -# \file directories.py -# \brief Directories configuration -# \date 2010-09-19-14-19-GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration for 'jungle' ecosystem. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "jungle" -EcosystemPath = "ecosystems/" + EcosystemName -CommonName = EcosystemName -CommonPath = EcosystemPath - -DatabaseRootName = "jungle" -DatabaseRootPath = "stuff/" + DatabaseRootName - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ DatabaseRootPath + "/decors/vegetations" ] -ShapeSourceDirectories += [ "landscape/ligo/" + EcosystemName + "/max" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ DatabaseRootPath + "/decors/_textures" ] -MapSourceDirectories += [ DatabaseRootPath + "/decors/_textures/vegetations" ] -MapSourceDirectories += [ "landscape/microveget/" + EcosystemName + "" ] -MapSourceDirectories += [ "landscape/water/meshes/" + EcosystemName + "" ] - -MapUncompressedSourceDirectories = [ ] - -# Tiles directories -TilesSourceDirectories = [ ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/10-crevassejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/11-paroisjungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/12-vasejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/1-junglemousse" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/2-junglefeuilles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/3-jungleherbesseche" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/4-jungleherbevieille" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/5-jungleterreaux" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/6-junglegoo" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/7-sciurejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/8-terrejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/9-falaisejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/Transitions" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/10-crevassejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/11-paroisjungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/12-vasejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/1-junglemousse" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/2-junglefeuilles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/3-jungleherbesseche" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/4-jungleherbevieille" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/5-jungleterreaux" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/6-junglegoo" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/7-sciurejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/8-terrejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/9-falaisejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/Transitions" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/10-crevassejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/11-paroisjungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/12-vasejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/1-junglemousse" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/2-junglefeuilles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/3-jungleherbesseche" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/4-jungleherbevieille" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/5-jungleterreaux" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/6-junglegoo" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/7-sciurejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/8-terrejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/9-falaisejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/Transitions" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/10-crevassejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/11-paroisjungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/12-vasejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/1-junglemousse" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/2-junglefeuilles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/3-jungleherbesseche" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/4-jungleherbevieille" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/5-jungleterreaux" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/6-junglegoo" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/7-sciurejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/8-terrejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/9-falaisejungle" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/Transitions" ] - -# Tiles root directory -TileRootSourceDirectory = "landscape/_texture_tiles/" + EcosystemName - -# Displace directory -DisplaceSourceDirectory = "landscape/_texture_tiles/" + EcosystemName + "/displace" - -# Do not use, needs to be removed and fixed in processes -DisplaceSourceDirectories = [ ] -DisplaceSourceDirectories += [ DisplaceSourceDirectory ] - -# Bank directory -BankSourceDirectory = "landscape/_texture_tiles/" + EcosystemName - -# Vegetable set directories -VegetSetSourceDirectories = [ ] -VegetSetSourceDirectories += [ "landscape/microveget/" + EcosystemName ] - -# Veget directories -VegetSourceDirectories = [ ] -VegetSourceDirectories += [ "landscape/microveget/" + EcosystemName ] - -# Ligo directories -LigoBaseSourceDirectory = "landscape/ligo/" + EcosystemName -LigoMaxSourceDirectory = LigoBaseSourceDirectory + "/max" - -# Zone directories -ZoneSourceDirectory = [ "landscape/zones/" + EcosystemName ] # For old snowballs style landscape when not using ligo - -# Ig landscape directories -IgLandSourceDirectory = "_invalid" - -# Ig other directories -IgOtherSourceDirectory = "_invalid" - -# PACS primitives directories -PacsPrimSourceDirectories = [ ] -PacsPrimSourceDirectories += [ DatabaseRootPath + "/decors/vegetations" ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_with_coarse_mesh" ] - -# Map lookup directories not yet used -MapLookupDirectories = [ ] -MapLookupDirectories += [ EcosystemPath + "/map_export" ] -MapLookupDirectories += [ EcosystemPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# Smallbank directories -SmallbankExportDirectory = CommonPath + "/smallbank" - -# Tiles directories -TilesExportDirectory = CommonPath + "/tiles" - -# Tiles directories -DisplaceExportDirectory = CommonPath + "/diplace" - -# Veget directories -VegetExportDirectory = CommonPath + "/veget" -VegetTagExportDirectory = CommonPath + "/veget_tag" - -# Veget Set directories -VegetSetExportDirectory = CommonPath + "/veget_set" - -# Ligo directories -LigoDatabaseExportDirectory = "landscape/ligo/" + EcosystemName -LigoDatabaseIgExportDirectory = LigoDatabaseExportDirectory + "/igs" -LigoDatabaseZoneExportDirectory = LigoDatabaseExportDirectory + "/zones" -LigoDatabaseZoneLigoExportDirectory = LigoDatabaseExportDirectory + "/zoneligos" -LigoDatabaseCmbExportDirectory = LigoDatabaseExportDirectory + "/cmb" -LigoTagExportDirectory = CommonPath + "/ligo_tag" - -# Zone directories -ZoneExportDirectory = CommonPath + "/zone" - -# PACS primitives directories -PacsPrimExportDirectory = CommonPath + "/pacs_prim" -PacsPrimTagExportDirectory = CommonPath + "/pacs_prim_tag" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - -# Farbank directories -FarbankBuildDirectory = CommonPath + "/farbank" - -# Ig directories ************** TODO CONFIRM IN IG BUILD PROCESS ************ FIX RBANK IF NEEDED *********** -IgLandBuildDirectory = "_invalid" -IgOtherBuildDirectory = "_invalid" - -# Rbank directories -RbankOutputBuildDirectory = "_invalid" - -# Ligo directories - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName + "_maps" -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" - -# Lightmap directory -LightmapInstallDirectory = CommonName + "_lightmaps" - -# Tile directory -TilesInstallDirectory = CommonName + "_tiles" - -# Displace directory -DisplaceInstallDirectory = CommonName + "_displaces" - -# Bank directory -BankInstallDirectory = CommonName + "_bank" - -# Vegetable set directory -VegetSetInstallDirectory = CommonName + "_vegetable_sets" - -# Vegetable shape directory -VegetInstallDirectory = CommonName + "_vegetables" - -# PACS primitives directories -PacsPrimInstallDirectory = CommonName + "_pacs_prim" diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/process.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/process.py deleted file mode 100644 index 1e3e6c677..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/process.py +++ /dev/null @@ -1,132 +0,0 @@ -#!/usr/bin/python -# -# ################################################################# -# ## WARNING : this is a generated file, don't change it ! -# ################################################################# -# -# \file config.py -# \brief Process configuration -# \date 2010-09-19-14-19-GMT -# \author Jan Boon (Kaetemi) -# Python port of game data build pipeline. -# Process configuration for 'jungle' ecosystem. -# -# NeL - MMORPG Framework -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "shape" ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "smallbank" ] -ProcessToComplete += [ "farbank" ] -ProcessToComplete += [ "tiles" ] -ProcessToComplete += [ "displace" ] -ProcessToComplete += [ "veget" ] -ProcessToComplete += [ "vegetset" ] -ProcessToComplete += [ "ligo" ] -ProcessToComplete += [ "pacs_prim" ] - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "jungle" -EcosystemPath = "ecosystems/" + EcosystemName -CommonName = EcosystemName -CommonPath = EcosystemPath - - -# *** MAP EXPORT OPTIONS *** -PanoplyFileList = [ ] -HlsBankFileName = "" - -# *** SHAPE EXPORT OPTIONS *** - -# Compute lightmaps ? -ShapeExportOptExportLighting = "true" - -# Cast shadow in lightmap ? -ShapeExportOptShadow = "true" - -# Lighting limits. 0 : normal, 1 : soft shadows -ShapeExportOptLightingLimit = 1 - -# 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 = [ ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_sp" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_su" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_au" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_wi" ] - -# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM *** -MultipleTilesPostfix = [ ] -MultipleTilesPostfix += [ "_sp" ] -MultipleTilesPostfix += [ "_su" ] -MultipleTilesPostfix += [ "_au" ] -MultipleTilesPostfix += [ "_wi" ] - -# *** BANK EXPORT OPTIONS *** - -# Name of the tilebank to use -BankTileBankName = EcosystemName - -# *** RBANK EXPORT OPTIONS *** - -# Output names -RbankRbankName = "_invalid" - -# *** LIGO OPTIONS *** - -LigoExportLand = "" -LigoExportOnePass = 0 - -# *** MAPS OPTIONS *** - -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None - -# *** SHAPE BUILD OPTIONS * - -DoBuildShadowSkin = False -ClodConfigFile = "" - -# *** PACS_PRIM OPTIONS *** -WantLandscapeColPrimPacsList = True diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/directories.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/directories.py deleted file mode 100644 index 37e35b51e..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/directories.py +++ /dev/null @@ -1,281 +0,0 @@ -#!/usr/bin/python -# -# ################################################################# -# ## WARNING : this is a generated file, don't change it ! -# ################################################################# -# -# \file directories.py -# \brief Directories configuration -# \date 2010-09-19-14-19-GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration for 'lacustre' ecosystem. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "lacustre" -EcosystemPath = "ecosystems/" + EcosystemName -CommonName = EcosystemName -CommonPath = EcosystemPath - -DatabaseRootName = "tryker" -DatabaseRootPath = "stuff/" + DatabaseRootName - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ DatabaseRootPath + "/decors/vegetations" ] -ShapeSourceDirectories += [ "landscape/ligo/" + EcosystemName + "/max" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ DatabaseRootPath + "/decors/_textures" ] -MapSourceDirectories += [ DatabaseRootPath + "/decors/_textures/vegetations" ] -MapSourceDirectories += [ "landscape/microveget/" + EcosystemName + "" ] -MapSourceDirectories += [ "landscape/water/meshes/" + EcosystemName + "" ] - -MapUncompressedSourceDirectories = [ ] - -# Tiles directories -TilesSourceDirectories = [ ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/1a-sable-marin" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/1-plages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/2-iles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/2-ilesa" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/2-iles-marines" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/3-fondmarin2plage" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/4-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/5-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/5-parois-marine" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/6-fond_marin" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/7-bassesiles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/7-mousseter" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/7-racines" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/8-mousse_marine" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/constructible" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/1a-sable-marin" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/1-plages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/2-iles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/2-ilesa" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/2-iles-marines" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/3-fondmarin2plage" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/4-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/5-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/5-parois-marine" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/6-fond_marin" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/7-bassesiles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/7-mousseter" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/7-racines" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/8-mousse_marine" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/constructible" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/1a-sable-marin" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/1-plages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/2-iles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/2-ilesa" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/2-iles-marines" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/3-fondmarin2plage" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/4-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/5-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/5-parois-marine" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/6-fond_marin" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/7-bassesiles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/7-mousseter" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/7-racines" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/8-mousse_marine" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/constructible" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/1a-sable-marin" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/1-plages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/2-iles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/2-ilesa" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/2-iles-marines" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/3-fondmarin2plage" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/4-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/5-marecages" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/5-parois-marine" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/6-fond_marin" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/7-bassesiles" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/7-mousseter" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/7-racines" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/8-mousse_marine" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/constructible" ] - -# Tiles root directory -TileRootSourceDirectory = "landscape/_texture_tiles/" + EcosystemName - -# Displace directory -DisplaceSourceDirectory = "landscape/_texture_tiles/" + EcosystemName + "/displace" - -# Do not use, needs to be removed and fixed in processes -DisplaceSourceDirectories = [ ] -DisplaceSourceDirectories += [ DisplaceSourceDirectory ] - -# Bank directory -BankSourceDirectory = "landscape/_texture_tiles/" + EcosystemName - -# Vegetable set directories -VegetSetSourceDirectories = [ ] -VegetSetSourceDirectories += [ "landscape/microveget/" + EcosystemName ] - -# Veget directories -VegetSourceDirectories = [ ] -VegetSourceDirectories += [ "landscape/microveget/" + EcosystemName ] - -# Ligo directories -LigoBaseSourceDirectory = "landscape/ligo/" + EcosystemName -LigoMaxSourceDirectory = LigoBaseSourceDirectory + "/max" - -# Zone directories -ZoneSourceDirectory = [ "landscape/zones/" + EcosystemName ] # For old snowballs style landscape when not using ligo - -# Ig landscape directories -IgLandSourceDirectory = "_invalid" - -# Ig other directories -IgOtherSourceDirectory = "_invalid" - -# PACS primitives directories -PacsPrimSourceDirectories = [ ] -PacsPrimSourceDirectories += [ DatabaseRootPath + "/decors/vegetations" ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_with_coarse_mesh" ] - -# Map lookup directories not yet used -MapLookupDirectories = [ ] -MapLookupDirectories += [ EcosystemPath + "/map_export" ] -MapLookupDirectories += [ EcosystemPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# Smallbank directories -SmallbankExportDirectory = CommonPath + "/smallbank" - -# Tiles directories -TilesExportDirectory = CommonPath + "/tiles" - -# Tiles directories -DisplaceExportDirectory = CommonPath + "/diplace" - -# Veget directories -VegetExportDirectory = CommonPath + "/veget" -VegetTagExportDirectory = CommonPath + "/veget_tag" - -# Veget Set directories -VegetSetExportDirectory = CommonPath + "/veget_set" - -# Ligo directories -LigoDatabaseExportDirectory = "landscape/ligo/" + EcosystemName -LigoDatabaseIgExportDirectory = LigoDatabaseExportDirectory + "/igs" -LigoDatabaseZoneExportDirectory = LigoDatabaseExportDirectory + "/zones" -LigoDatabaseZoneLigoExportDirectory = LigoDatabaseExportDirectory + "/zoneligos" -LigoDatabaseCmbExportDirectory = LigoDatabaseExportDirectory + "/cmb" -LigoTagExportDirectory = CommonPath + "/ligo_tag" - -# Zone directories -ZoneExportDirectory = CommonPath + "/zone" - -# PACS primitives directories -PacsPrimExportDirectory = CommonPath + "/pacs_prim" -PacsPrimTagExportDirectory = CommonPath + "/pacs_prim_tag" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - -# Farbank directories -FarbankBuildDirectory = CommonPath + "/farbank" - -# Ig directories ************** TODO CONFIRM IN IG BUILD PROCESS ************ FIX RBANK IF NEEDED *********** -IgLandBuildDirectory = "_invalid" -IgOtherBuildDirectory = "_invalid" - -# Rbank directories -RbankOutputBuildDirectory = "_invalid" - -# Ligo directories - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName + "_maps" -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" - -# Lightmap directory -LightmapInstallDirectory = CommonName + "_lightmaps" - -# Tile directory -TilesInstallDirectory = CommonName + "_tiles" - -# Displace directory -DisplaceInstallDirectory = CommonName + "_displaces" - -# Bank directory -BankInstallDirectory = CommonName + "_bank" - -# Vegetable set directory -VegetSetInstallDirectory = CommonName + "_vegetable_sets" - -# Vegetable shape directory -VegetInstallDirectory = CommonName + "_vegetables" - -# PACS primitives directories -PacsPrimInstallDirectory = CommonName + "_pacs_prim" diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/process.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/process.py deleted file mode 100644 index 5ff7e22b0..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/process.py +++ /dev/null @@ -1,132 +0,0 @@ -#!/usr/bin/python -# -# ################################################################# -# ## WARNING : this is a generated file, don't change it ! -# ################################################################# -# -# \file config.py -# \brief Process configuration -# \date 2010-09-19-14-19-GMT -# \author Jan Boon (Kaetemi) -# Python port of game data build pipeline. -# Process configuration for 'lacustre' ecosystem. -# -# NeL - MMORPG Framework -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "shape" ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "smallbank" ] -ProcessToComplete += [ "farbank" ] -ProcessToComplete += [ "tiles" ] -ProcessToComplete += [ "displace" ] -ProcessToComplete += [ "veget" ] -ProcessToComplete += [ "vegetset" ] -ProcessToComplete += [ "ligo" ] -ProcessToComplete += [ "pacs_prim" ] - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "lacustre" -EcosystemPath = "ecosystems/" + EcosystemName -CommonName = EcosystemName -CommonPath = EcosystemPath - - -# *** MAP EXPORT OPTIONS *** -PanoplyFileList = [ ] -HlsBankFileName = "" - -# *** 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 = 8 - -# 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 = [ ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_sp" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_su" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_au" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_wi" ] - -# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM *** -MultipleTilesPostfix = [ ] -MultipleTilesPostfix += [ "_sp" ] -MultipleTilesPostfix += [ "_su" ] -MultipleTilesPostfix += [ "_au" ] -MultipleTilesPostfix += [ "_wi" ] - -# *** BANK EXPORT OPTIONS *** - -# Name of the tilebank to use -BankTileBankName = EcosystemName - -# *** RBANK EXPORT OPTIONS *** - -# Output names -RbankRbankName = "_invalid" - -# *** LIGO OPTIONS *** - -LigoExportLand = "" -LigoExportOnePass = 0 - -# *** MAPS OPTIONS *** - -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None - -# *** SHAPE BUILD OPTIONS * - -DoBuildShadowSkin = False -ClodConfigFile = "" - -# *** PACS_PRIM OPTIONS *** -WantLandscapeColPrimPacsList = True diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/directories.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/directories.py deleted file mode 100644 index c718e90ec..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/directories.py +++ /dev/null @@ -1,266 +0,0 @@ -#!/usr/bin/python -# -# ################################################################# -# ## WARNING : this is a generated file, don't change it ! -# ################################################################# -# -# \file directories.py -# \brief Directories configuration -# \date 2010-09-19-14-19-GMT -# \author Jan Boon (Kaetemi) -# \date 2001-2005 -# \author Nevrax -# Python port of game data build pipeline. -# Directories configuration for 'primes_racines' ecosystem. -# -# NeL - MMORPG Framework -# 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 . -# - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "primes_racines" -EcosystemPath = "ecosystems/" + EcosystemName -CommonName = EcosystemName -CommonPath = EcosystemPath - -DatabaseRootName = "primes_racines" -DatabaseRootPath = "stuff/" + DatabaseRootName - - -# *** SOURCE DIRECTORIES IN THE DATABASE *** - -# Shape directories -ShapeSourceDirectories = [ ] -ShapeSourceDirectories += [ DatabaseRootPath + "/decors/vegetations" ] -ShapeSourceDirectories += [ "landscape/ligo/" + EcosystemName + "/max" ] - -# Maps directories -MapSourceDirectories = [ ] -MapSourceDirectories += [ DatabaseRootPath + "/decors/_textures" ] -MapSourceDirectories += [ DatabaseRootPath + "/decors/_textures/vegetations" ] -MapSourceDirectories += [ DatabaseRootPath + "/decors/_textures/batiments" ] -MapSourceDirectories += [ "landscape/microveget/" + EcosystemName + "" ] -MapSourceDirectories += [ "landscape/water/meshes/" + EcosystemName + "" ] - -MapUncompressedSourceDirectories = [ ] - -# Tiles directories -TilesSourceDirectories = [ ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/PR-creux" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/PR-dome-moussu" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/PR-kitiniere" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/PR-mousse-licken" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/PR-mousse-spongieus" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/PR-parois" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/PR-sol-mousse" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/PR-souche" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/PR-stalagmite" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/PR-terre" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_sp/aditif" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/PR-creux" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/PR-dome-moussu" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/PR-kitiniere" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/PR-mousse-licken" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/PR-mousse-spongieus" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/PR-parois" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/PR-sol-mousse" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/PR-souche" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/PR-stalagmite" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/PR-terre" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_su/aditif" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/PR-creux" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/PR-dome-moussu" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/PR-kitiniere" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/PR-mousse-licken" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/PR-mousse-spongieus" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/PR-parois" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/PR-sol-mousse" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/PR-souche" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/PR-stalagmite" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/PR-terre" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_au/aditif" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/PR-creux" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/PR-dome-moussu" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/PR-kitiniere" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/PR-mousse-licken" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/PR-mousse-spongieus" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/PR-parois" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/PR-sol-mousse" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/PR-souche" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/PR-stalagmite" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/PR-terre" ] -TilesSourceDirectories += [ "landscape/_texture_tiles/" + EcosystemName + "_wi/aditif" ] - -# Tiles root directory -TileRootSourceDirectory = "landscape/_texture_tiles/" + EcosystemName - -# Displace directory -DisplaceSourceDirectory = "landscape/_texture_tiles/" + EcosystemName + "/displace" - -# Do not use, needs to be removed and fixed in processes -DisplaceSourceDirectories = [ ] -DisplaceSourceDirectories += [ DisplaceSourceDirectory ] - -# Bank directory -BankSourceDirectory = "landscape/_texture_tiles/" + EcosystemName - -# Vegetable set directories -VegetSetSourceDirectories = [ ] -VegetSetSourceDirectories += [ "landscape/microveget/" + EcosystemName ] - -# Veget directories -VegetSourceDirectories = [ ] -VegetSourceDirectories += [ "landscape/microveget/" + EcosystemName ] - -# Ligo directories -LigoBaseSourceDirectory = "landscape/ligo/" + EcosystemName -LigoMaxSourceDirectory = LigoBaseSourceDirectory + "/max" - -# Zone directories -ZoneSourceDirectory = [ "landscape/zones/" + EcosystemName ] # For old snowballs style landscape when not using ligo - -# Ig landscape directories -IgLandSourceDirectory = "_invalid" - -# Ig other directories -IgOtherSourceDirectory = "_invalid" - -# PACS primitives directories -PacsPrimSourceDirectories = [ ] -PacsPrimSourceDirectories += [ DatabaseRootPath + "/decors/vegetations" ] - - -# *** LOOKUP DIRECTORIES WITHIN THE BUILD PIPELINE *** (TODO: use these instead of search_pathes in properties(_base).cfg) - -# Ig lookup directories used by rbank -IgLookupDirectories = [ ] - -# Shape lookup directories used by rbank -ShapeLookupDirectories = [ ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_clodtex_build" ] -ShapeLookupDirectories += [ EcosystemPath + "/shape_with_coarse_mesh" ] - -# Map lookup directories not yet used -MapLookupDirectories = [ ] -MapLookupDirectories += [ EcosystemPath + "/map_export" ] -MapLookupDirectories += [ EcosystemPath + "/map_uncompressed" ] - - -# *** EXPORT DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapExportDirectory = CommonPath + "/map_export" -MapUncompressedExportDirectory = CommonPath + "/map_uncompressed" - -# Shape directories -ShapeTagExportDirectory = CommonPath + "/shape_tag" -ShapeNotOptimizedExportDirectory = CommonPath + "/shape_not_optimized" -ShapeWithCoarseMeshExportDirectory = CommonPath + "/shape_with_coarse_mesh" -ShapeLightmapNotOptimizedExportDirectory = CommonPath + "/shape_lightmap_not_optimized" -ShapeAnimExportDirectory = CommonPath + "/shape_anim" - -# Smallbank directories -SmallbankExportDirectory = CommonPath + "/smallbank" - -# Tiles directories -TilesExportDirectory = CommonPath + "/tiles" - -# Tiles directories -DisplaceExportDirectory = CommonPath + "/diplace" - -# Veget directories -VegetExportDirectory = CommonPath + "/veget" -VegetTagExportDirectory = CommonPath + "/veget_tag" - -# Veget Set directories -VegetSetExportDirectory = CommonPath + "/veget_set" - -# Ligo directories -LigoDatabaseExportDirectory = "landscape/ligo/" + EcosystemName -LigoDatabaseIgExportDirectory = LigoDatabaseExportDirectory + "/igs" -LigoDatabaseZoneExportDirectory = LigoDatabaseExportDirectory + "/zones" -LigoDatabaseZoneLigoExportDirectory = LigoDatabaseExportDirectory + "/zoneligos" -LigoDatabaseCmbExportDirectory = LigoDatabaseExportDirectory + "/cmb" -LigoTagExportDirectory = CommonPath + "/ligo_tag" - -# Zone directories -ZoneExportDirectory = CommonPath + "/zone" - -# PACS primitives directories -PacsPrimExportDirectory = CommonPath + "/pacs_prim" -PacsPrimTagExportDirectory = CommonPath + "/pacs_prim_tag" - - -# *** BUILD DIRECTORIES FOR THE BUILD PIPELINE *** - -# Map directories -MapBuildDirectory = CommonPath + "/map" -MapPanoplyBuildDirectory = CommonPath + "/map_panoply" -MapPanoplyHlsInfoBuildDirectory = CommonPath + "/map_panoply_hls_info" -MapPanoplyHlsBankBuildDirectory = CommonPath + "/map_panoply_hls_bank" -MapPanoplyCacheBuildDirectory = CommonPath + "/map_panoply_cache" -MapTagBuildDirectory = CommonPath + "/map_tag" - -# Shape directories -ShapeClodtexBuildDirectory = CommonPath + "/shape_clodtex_build" -ShapeWithCoarseMeshBuildDirectory = CommonPath + "/shape_with_coarse_mesh_builded" -ShapeLightmapBuildDirectory = CommonPath + "/shape_lightmap" -ShapeLightmap16BitsBuildDirectory = CommonPath + "/shape_lightmap_16_bits" - -# Farbank directories -FarbankBuildDirectory = CommonPath + "/farbank" - -# Ig directories ************** TODO CONFIRM IN IG BUILD PROCESS ************ FIX RBANK IF NEEDED *********** -IgLandBuildDirectory = "_invalid" -IgOtherBuildDirectory = "_invalid" - -# Rbank directories -RbankOutputBuildDirectory = "_invalid" - -# Ligo directories - - -# *** INSTALL DIRECTORIES IN THE CLIENT DATA *** - -# Map directory -MapInstallDirectory = CommonName + "_maps" -BitmapInstallDirectory = MapInstallDirectory - -# Shape directory -ShapeInstallDirectory = CommonName + "_shapes" - -# Lightmap directory -LightmapInstallDirectory = CommonName + "_lightmaps" - -# Tile directory -TilesInstallDirectory = CommonName + "_tiles" - -# Displace directory -DisplaceInstallDirectory = CommonName + "_displaces" - -# Bank directory -BankInstallDirectory = CommonName + "_bank" - -# Vegetable set directory -VegetSetInstallDirectory = CommonName + "_vegetable_sets" - -# Vegetable shape directory -VegetInstallDirectory = CommonName + "_vegetables" - -# PACS primitives directories -PacsPrimInstallDirectory = CommonName + "_pacs_prim" diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/process.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/process.py deleted file mode 100644 index 38a7de394..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/process.py +++ /dev/null @@ -1,132 +0,0 @@ -#!/usr/bin/python -# -# ################################################################# -# ## WARNING : this is a generated file, don't change it ! -# ################################################################# -# -# \file config.py -# \brief Process configuration -# \date 2010-09-19-14-19-GMT -# \author Jan Boon (Kaetemi) -# Python port of game data build pipeline. -# Process configuration for 'primes_racines' ecosystem. -# -# NeL - MMORPG Framework -# 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 . -# - -# *** PROCESS CONFIGURATION *** - -# *** PROCESS CONFIG *** -ProcessToComplete = [ ] -ProcessToComplete += [ "shape" ] -ProcessToComplete += [ "map" ] -ProcessToComplete += [ "smallbank" ] -ProcessToComplete += [ "farbank" ] -ProcessToComplete += [ "tiles" ] -ProcessToComplete += [ "displace" ] -ProcessToComplete += [ "veget" ] -ProcessToComplete += [ "vegetset" ] -ProcessToComplete += [ "ligo" ] -ProcessToComplete += [ "pacs_prim" ] - - -# *** ECOSYSTEM AND CONTINENT NAMES *** - -EcosystemName = "primes_racines" -EcosystemPath = "ecosystems/" + EcosystemName -CommonName = EcosystemName -CommonPath = EcosystemPath - - -# *** MAP EXPORT OPTIONS *** -PanoplyFileList = [ ] -HlsBankFileName = "" - -# *** SHAPE EXPORT OPTIONS *** - -# Compute lightmaps ? -ShapeExportOptExportLighting = "true" - -# Cast shadow in lightmap ? -ShapeExportOptShadow = "true" - -# Lighting limits. 0 : normal, 1 : soft shadows -ShapeExportOptLightingLimit = 1 - -# 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 = [ ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_sp" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_su" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_au" ] -CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_wi" ] - -# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM *** -MultipleTilesPostfix = [ ] -MultipleTilesPostfix += [ "_sp" ] -MultipleTilesPostfix += [ "_su" ] -MultipleTilesPostfix += [ "_au" ] -MultipleTilesPostfix += [ "_wi" ] - -# *** BANK EXPORT OPTIONS *** - -# Name of the tilebank to use -BankTileBankName = EcosystemName - -# *** RBANK EXPORT OPTIONS *** - -# Output names -RbankRbankName = "_invalid" - -# *** LIGO OPTIONS *** - -LigoExportLand = "" -LigoExportOnePass = 0 - -# *** MAPS OPTIONS *** - -ReduceBitmapFactor = 0 -# list all panoply files -MapPanoplyFileList = None -# name of the .hlsbank to build. -MapHlsBankFileName = None - -# *** SHAPE BUILD OPTIONS * - -DoBuildShadowSkin = False -ClodConfigFile = "" - -# *** PACS_PRIM OPTIONS *** -WantLandscapeColPrimPacsList = True diff --git a/code/ryzom/tools/build_gamedata/workspace/projects.py b/code/ryzom/tools/build_gamedata/workspace/projects.py deleted file mode 100644 index bb0a835de..000000000 --- a/code/ryzom/tools/build_gamedata/workspace/projects.py +++ /dev/null @@ -1,512 +0,0 @@ -#!/usr/bin/python -# -# \file projects.py -# \brief Projects configuration -# \date 2010-05-24-09-19-GMT -# \author Jan Boon (Kaetemi) -# Python port of game data build pipeline. -# Projects configuration. -# -# NeL - MMORPG Framework -# 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 . -# - - -ProductName = "ryzom" - - -ProjectsToProcess = [ ] - -# Common asset export and build projects -ProjectsToProcess += [ "common/interface" ] -ProjectsToProcess += [ "common/objects" ] -ProjectsToProcess += [ "common/sfx" ] -ProjectsToProcess += [ "common/fauna" ] -ProjectsToProcess += [ "common/construction" ] -ProjectsToProcess += [ "common/outgame" ] -ProjectsToProcess += [ "common/sky" ] -ProjectsToProcess += [ "common/characters" ] -ProjectsToProcess += [ "common/characters_maps_hr" ] - -# Common client data and leveldesign projects -ProjectsToProcess += [ "common/fonts" ] -ProjectsToProcess += [ "common/gamedev" ] -ProjectsToProcess += [ "common/leveldesign" ] -ProjectsToProcess += [ "common/data_common" ] -ProjectsToProcess += [ "common/exedll" ] -ProjectsToProcess += [ "common/cfg" ] - -# Ecosystem projects -ProjectsToProcess += [ "ecosystems/desert" ] -ProjectsToProcess += [ "ecosystems/jungle" ] -ProjectsToProcess += [ "ecosystems/primes_racines" ] -ProjectsToProcess += [ "ecosystems/lacustre" ] - -# Continent projects -ProjectsToProcess += [ "continents/fyros" ] # Note: dummy for shape and map export -ProjectsToProcess += [ "continents/matis" ] # Note: dummy for shape and map export -ProjectsToProcess += [ "continents/zorai" ] # Note: dummy for shape and map export -ProjectsToProcess += [ "continents/tryker" ] # Note: dummy for shape and map export -ProjectsToProcess += [ "continents/newbieland" ] # Note: must be after other continents due to dependencies on fy/ma/zo/tr -ProjectsToProcess += [ "continents/indoors" ] # Note: must be after other continents due to dependencies on fy/ma/zo/tr - - -InstallShardDataDirectories = [ ] - -InstallShardDataCollisionsDirectories = [ ] -InstallShardDataCollisionsDirectories += [ "newbieland_ai" ] -InstallShardDataCollisionsDirectories += [ "newbieland_ig" ] -InstallShardDataCollisionsDirectories += [ "newbieland_pacs" ] -InstallShardDataCollisionsDirectories += [ "indoors_ai" ] -InstallShardDataCollisionsDirectories += [ "indoors_ig" ] -InstallShardDataCollisionsDirectories += [ "indoors_pacs" ] - - -InstallClientData = [ ] - -ICMainCfg = { } -ICMainCfg["Name"] = "main_cfg" -ICMainCfg["UnpackTo"] = "cfg" # -> = "./cfg/" -ICMainCfg["IsOptional"] = 0 -ICMainCfg["IsIncremental"] = 0 -ICMainCfg["Packages"] = [ [ "cfg", [ ] ] ] -InstallClientData += [ ICMainCfg ] - -ICMainExedll = { } -ICMainExedll["Name"] = "main_exedll" -ICMainExedll["UnpackTo"] = "" # -> "./", to not unpack set to None -ICMainExedll["IsOptional"] = 0 -ICMainExedll["IsIncremental"] = 0 -ICMainExedll["Packages"] = [ [ "exedll", [ ] ] ] -InstallClientData += [ ICMainExedll ] - -ICMainFonts = { } -ICMainFonts["Name"] = "main_fonts" -ICMainFonts["UnpackTo"] = "data/fonts" -ICMainFonts["IsOptional"] = 0 -ICMainFonts["IsIncremental"] = 0 -ICMainFonts["Packages"] = [ [ "fonts", [ ] ] ] -InstallClientData += [ ICMainFonts ] - -ICMainPacked = { } -ICMainPacked["Name"] = "main_packed" -ICMainPacked["UnpackTo"] = "data" -ICMainPacked["IsOptional"] = 0 -ICMainPacked["IsIncremental"] = 0 -ICMainPacked["Packages"] = [ [ "packedsheets", [ ] ] ] -InstallClientData += [ ICMainPacked ] - -ICUser = { } -ICUser["Name"] = "user" -ICUser["UnpackTo"] = "user" -ICUser["IsOptional"] = 0 -ICUser["IsIncremental"] = 0 -ICUser["Packages"] = [ [ "user", [ ] ] ] -InstallClientData += [ ICUser ] - -ICExamples = { } -ICExamples["Name"] = "examples" -ICExamples["UnpackTo"] = "examples" -ICExamples["IsOptional"] = 0 -ICExamples["IsIncremental"] = 0 -ICExamples["Packages"] = [ [ "examples", [ ] ] ] -InstallClientData += [ ICExamples ] - -ICCommon = { } -ICCommon["Name"] = "common" -ICCommon["UnpackTo"] = None -ICCommon["IsOptional"] = 0 -ICCommon["IsIncremental"] = 1 -ICCommon["Packages"] = [ ] -ICCommon["Packages"] += [ [ "sound", [ ] ] ] -ICCommon["Packages"] += [ [ "sky", [ ] ] ] -ICCommon["Packages"] += [ [ "sfx", [ ] ] ] -ICCommon["Packages"] += [ [ "objects", [ ] ] ] -ICCommon["Packages"] += [ [ "construction", [ ] ] ] -ICCommon["Packages"] += [ [ "outgame", [ ] ] ] -ICCommon["Packages"] += [ [ "leveldesign", [ ] ] ] -ICCommon["Packages"] += [ [ "interfaces", [ ] ] ] -ICCommon["Packages"] += [ [ "gamedev", [ ] ] ] -ICCommon["Packages"] += [ [ "data_common", [ ] ] ] -ICCommon["Packages"] += [ [ "fauna_swt", [ ] ] ] -ICCommon["Packages"] += [ [ "fauna_skeletons", [ ] ] ] -ICCommon["Packages"] += [ [ "fauna_shapes", [ ] ] ] -ICCommon["Packages"] += [ [ "fauna_maps", [ ] ] ] -ICCommon["Packages"] += [ [ "fauna_animations", [ ] ] ] -InstallClientData += [ ICCommon ] - -ICCharacterArmors = [ ] -ICCharacterArmors += [ "zo_hom_visage" ] -ICCharacterArmors += [ "zo_hom_underwear" ] -ICCharacterArmors += [ "zo_hom_civil01" ] -ICCharacterArmors += [ "zo_hom_cheveux" ] -ICCharacterArmors += [ "zo_hom_caster01" ] -ICCharacterArmors += [ "zo_hom_armor01" ] -ICCharacterArmors += [ "zo_hom_armor00" ] -ICCharacterArmors += [ "zo_hof_visage" ] -ICCharacterArmors += [ "zo_hof_underwear" ] -ICCharacterArmors += [ "zo_hof_civil01" ] -ICCharacterArmors += [ "zo_hof_cheveux" ] -ICCharacterArmors += [ "zo_hof_caster01" ] -ICCharacterArmors += [ "zo_hof_armor01" ] -ICCharacterArmors += [ "zo_hof_armor00" ] -ICCharacterArmors += [ "zo_casque01" ] -ICCharacterArmors += [ "tr_hom_visage" ] -ICCharacterArmors += [ "tr_hom_underwear" ] -ICCharacterArmors += [ "tr_hom_refugee" ] -ICCharacterArmors += [ "tr_hom_civil01" ] -ICCharacterArmors += [ "tr_hom_cheveux" ] -ICCharacterArmors += [ "tr_hom_caster01" ] -ICCharacterArmors += [ "tr_hom_armor01" ] -ICCharacterArmors += [ "tr_hom_armor00" ] -ICCharacterArmors += [ "tr_hof_visage" ] -ICCharacterArmors += [ "tr_hof_underwear" ] -ICCharacterArmors += [ "tr_hof_refugee" ] -ICCharacterArmors += [ "tr_hof_civil01" ] -ICCharacterArmors += [ "tr_hof_cheveux" ] -ICCharacterArmors += [ "tr_hof_caster01" ] -ICCharacterArmors += [ "tr_hof_armor01" ] -ICCharacterArmors += [ "tr_hof_armor00" ] -ICCharacterArmors += [ "tr_casque01" ] -ICCharacterArmors += [ "ma_hom_visage" ] -ICCharacterArmors += [ "ma_hom_underwear" ] -ICCharacterArmors += [ "ma_hom_civil01" ] -ICCharacterArmors += [ "ma_hom_cheveux" ] -ICCharacterArmors += [ "ma_hom_caster01" ] -ICCharacterArmors += [ "ma_hom_armor01" ] -ICCharacterArmors += [ "ma_hom_armor00" ] -ICCharacterArmors += [ "ma_hof_visage" ] -ICCharacterArmors += [ "ma_hof_underwear" ] -ICCharacterArmors += [ "ma_hof_civil01" ] -ICCharacterArmors += [ "ma_hof_cheveux" ] -ICCharacterArmors += [ "ma_hof_caster01" ] -ICCharacterArmors += [ "ma_hof_casque01" ] -ICCharacterArmors += [ "ma_hof_armor04" ] -ICCharacterArmors += [ "ma_hof_armor01" ] -ICCharacterArmors += [ "ma_hof_armor00" ] -ICCharacterArmors += [ "fy_hom_visage" ] -ICCharacterArmors += [ "fy_hom_underwear" ] -ICCharacterArmors += [ "fy_hom_ruflaket" ] -ICCharacterArmors += [ "fy_hom_civil01" ] -ICCharacterArmors += [ "fy_hom_cheveux" ] -ICCharacterArmors += [ "fy_hom_caster01" ] -ICCharacterArmors += [ "fy_hom_barman" ] -ICCharacterArmors += [ "fy_hom_armor01" ] -ICCharacterArmors += [ "fy_hom_armor00" ] -ICCharacterArmors += [ "fy_hof_visage" ] -ICCharacterArmors += [ "fy_hof_underwear" ] -ICCharacterArmors += [ "fy_hof_civil01" ] -ICCharacterArmors += [ "fy_hof_cheveux" ] -ICCharacterArmors += [ "fy_hof_caster01" ] -ICCharacterArmors += [ "fy_hof_armor01" ] -ICCharacterArmors += [ "fy_hof_armor00" ] -ICCharacterArmors += [ "ge_hof_armor02" ] -ICCharacterArmors += [ "ge_hof_armor03" ] -ICCharacterArmors += [ "ge_hof_armor04" ] -ICCharacterArmors += [ "ge_hof_caster00" ] -ICCharacterArmors += [ "ge_hom_armor02" ] -ICCharacterArmors += [ "ge_hom_armor03" ] -ICCharacterArmors += [ "ge_hom_armor04" ] -ICCharacterArmors += [ "ge_hom_caster00" ] -ICCharacter = { } -ICCharacter["Name"] = "character" -ICCharacter["UnpackTo"] = None -ICCharacter["IsOptional"] = 0 -ICCharacter["IsIncremental"] = 1 -ICCharacter["Packages"] = [ ] -ICCharacter["Packages"] += [ [ "characters_swt", [ ] ] ] -ICCharacter["Packages"] += [ [ "characters_skeletons", [ ] ] ] -ICCharacter["Packages"] += [ [ "characters_shapes", [ ] ] ] -ICCharacter["Packages"] += [ [ "characters_animations", [ ] ] ] -ICCharacterMapsConditions = [ ] -for armor in ICCharacterArmors: - ICCharacterMapsConditions += [ "-ifnot" ] - ICCharacterMapsConditions += [ armor + "*" ] -ICCharacter["Packages"] += [ [ "characters_maps_hr", [ "characters_maps_hr.bnp" ] + ICCharacterMapsConditions, "characters.hlsbank" ] ] -for armor in ICCharacterArmors: - ICCharacter["Packages"] += [ [ "characters_maps_hr", [ "characters_maps_" + armor + "_hr.bnp", "-if", armor + "*" ], "characters.hlsbank" ] ] -InstallClientData += [ ICCharacter ] - -ICEsPrimesRacines = { } -ICEsPrimesRacines["Name"] = "es_primes_racines" -ICEsPrimesRacines["UnpackTo"] = None -ICEsPrimesRacines["IsOptional"] = 0 -ICEsPrimesRacines["IsIncremental"] = 1 -ICEsPrimesRacines["Packages"] = [ ] -ICEsPrimesRacines["Packages"] += [ [ "primes_racines_vegetable_sets", [ ] ] ] -ICEsPrimesRacines["Packages"] += [ [ "primes_racines_vegetables", [ ] ] ] -ICEsPrimesRacines["Packages"] += [ [ "primes_racines_tiles", [ ] ] ] -ICEsPrimesRacines["Packages"] += [ [ "primes_racines_shapes", [ ] ] ] -ICEsPrimesRacines["Packages"] += [ [ "primes_racines_pacs_prim", [ ] ] ] -ICEsPrimesRacines["Packages"] += [ [ "primes_racines_maps", [ ] ] ] -ICEsPrimesRacines["Packages"] += [ [ "primes_racines_lightmaps", [ ] ] ] -ICEsPrimesRacines["Packages"] += [ [ "primes_racines_displaces", [ ] ] ] -ICEsPrimesRacines["Packages"] += [ [ "primes_racines_bank", [ ] ] ] -InstallClientData += [ ICEsPrimesRacines ] - -ICEsDesert = { } -ICEsDesert["Name"] = "es_desert" -ICEsDesert["UnpackTo"] = None -ICEsDesert["IsOptional"] = 1 -ICEsDesert["IsIncremental"] = 1 -ICEsDesert["Packages"] = [ ] -ICEsDesert["Packages"] += [ [ "desert_vegetable_sets", [ ] ] ] -ICEsDesert["Packages"] += [ [ "desert_vegetables", [ ] ] ] -ICEsDesert["Packages"] += [ [ "desert_tiles", [ ] ] ] -ICEsDesert["Packages"] += [ [ "desert_shapes", [ ] ] ] -ICEsDesert["Packages"] += [ [ "desert_pacs_prim", [ ] ] ] -ICEsDesert["Packages"] += [ [ "desert_maps", [ ] ] ] -ICEsDesert["Packages"] += [ [ "desert_lightmaps", [ ] ] ] -ICEsDesert["Packages"] += [ [ "desert_displaces", [ ] ] ] -ICEsDesert["Packages"] += [ [ "desert_bank", [ ] ] ] -InstallClientData += [ ICEsDesert ] - -ICEsLacustre = { } -ICEsLacustre["Name"] = "es_lacustre" -ICEsLacustre["UnpackTo"] = None -ICEsLacustre["IsOptional"] = 1 -ICEsLacustre["IsIncremental"] = 1 -ICEsLacustre["Packages"] = [ ] -ICEsLacustre["Packages"] += [ [ "lacustre_vegetable_sets", [ ] ] ] -ICEsLacustre["Packages"] += [ [ "lacustre_vegetables", [ ] ] ] -ICEsLacustre["Packages"] += [ [ "lacustre_tiles", [ ] ] ] -ICEsLacustre["Packages"] += [ [ "lacustre_shapes", [ ] ] ] -ICEsLacustre["Packages"] += [ [ "lacustre_pacs_prim", [ ] ] ] -ICEsLacustre["Packages"] += [ [ "lacustre_maps", [ ] ] ] -ICEsLacustre["Packages"] += [ [ "lacustre_lightmaps", [ ] ] ] -ICEsLacustre["Packages"] += [ [ "lacustre_displaces", [ ] ] ] -ICEsLacustre["Packages"] += [ [ "lacustre_bank", [ ] ] ] -InstallClientData += [ ICEsLacustre ] - -ICEsJungle = { } -ICEsJungle["Name"] = "es_jungle" -ICEsJungle["UnpackTo"] = None -ICEsJungle["IsOptional"] = 1 -ICEsJungle["IsIncremental"] = 1 -ICEsJungle["Packages"] = [ ] -ICEsJungle["Packages"] += [ [ "jungle_vegetable_sets", [ ] ] ] -ICEsJungle["Packages"] += [ [ "jungle_vegetables", [ ] ] ] -ICEsJungle["Packages"] += [ [ "jungle_tiles", [ ] ] ] -ICEsJungle["Packages"] += [ [ "jungle_shapes", [ ] ] ] -ICEsJungle["Packages"] += [ [ "jungle_pacs_prim", [ ] ] ] -ICEsJungle["Packages"] += [ [ "jungle_maps", [ ] ] ] -ICEsJungle["Packages"] += [ [ "jungle_lightmaps", [ ] ] ] -ICEsJungle["Packages"] += [ [ "jungle_displaces", [ ] ] ] -ICEsJungle["Packages"] += [ [ "jungle_bank", [ ] ] ] -InstallClientData += [ ICEsJungle ] - -ICFyros = { } -ICFyros["Name"] = "fyros" -ICFyros["UnpackTo"] = None -ICFyros["IsOptional"] = 1 -ICFyros["IsIncremental"] = 1 -ICFyros["Packages"] = [ ] -ICFyros["Packages"] += [ [ "fyros_zones", [ ] ] ] -ICFyros["Packages"] += [ [ "fyros_shapes", [ ] ] ] -ICFyros["Packages"] += [ [ "fyros_pacs", [ ] ] ] -ICFyros["Packages"] += [ [ "fyros_maps", [ ] ] ] -ICFyros["Packages"] += [ [ "fyros_lightmaps", [ ] ] ] -ICFyros["Packages"] += [ [ "fyros_ig", [ ] ] ] -ICFyros["Packages"] += [ [ "fyros_newbie_zones", [ ] ] ] -ICFyros["Packages"] += [ [ "fyros_newbie_pacs", [ ] ] ] -ICFyros["Packages"] += [ [ "fyros_newbie_ig", [ ] ] ] -ICFyros["Packages"] += [ [ "fyros_island_zones", [ ] ] ] -ICFyros["Packages"] += [ [ "fyros_island_pacs", [ ] ] ] -ICFyros["Packages"] += [ [ "fyros_island_ig", [ ] ] ] -InstallClientData += [ ICFyros ] - -ICMatis = { } -ICMatis["Name"] = "matis" -ICMatis["UnpackTo"] = None -ICMatis["IsOptional"] = 1 -ICMatis["IsIncremental"] = 1 -ICMatis["Packages"] = [ ] -ICMatis["Packages"] += [ [ "matis_zones", [ ] ] ] -ICMatis["Packages"] += [ [ "matis_shapes", [ ] ] ] -ICMatis["Packages"] += [ [ "matis_pacs", [ ] ] ] -ICMatis["Packages"] += [ [ "matis_maps", [ ] ] ] -ICMatis["Packages"] += [ [ "matis_lightmaps", [ ] ] ] -ICMatis["Packages"] += [ [ "matis_ig", [ ] ] ] -ICMatis["Packages"] += [ [ "matis_island_zones", [ ] ] ] -ICMatis["Packages"] += [ [ "matis_island_pacs", [ ] ] ] -ICMatis["Packages"] += [ [ "matis_island_ig", [ ] ] ] -InstallClientData += [ ICMatis ] - -ICZorai = { } -ICZorai["Name"] = "zorai" -ICZorai["UnpackTo"] = None -ICZorai["IsOptional"] = 1 -ICZorai["IsIncremental"] = 1 -ICZorai["Packages"] = [ ] -ICZorai["Packages"] += [ [ "zorai_zones", [ ] ] ] -ICZorai["Packages"] += [ [ "zorai_shapes", [ ] ] ] -ICZorai["Packages"] += [ [ "zorai_pacs", [ ] ] ] -ICZorai["Packages"] += [ [ "zorai_maps", [ ] ] ] -ICZorai["Packages"] += [ [ "zorai_lightmaps", [ ] ] ] -ICZorai["Packages"] += [ [ "zorai_ig", [ ] ] ] -ICZorai["Packages"] += [ [ "zorai_island_zones", [ ] ] ] -ICZorai["Packages"] += [ [ "zorai_island_pacs", [ ] ] ] -ICZorai["Packages"] += [ [ "zorai_island_ig", [ ] ] ] -InstallClientData += [ ICZorai ] - -ICTryker = { } -ICTryker["Name"] = "tryker" -ICTryker["UnpackTo"] = None -ICTryker["IsOptional"] = 1 -ICTryker["IsIncremental"] = 1 -ICTryker["Packages"] = [ ] -ICTryker["Packages"] += [ [ "tryker_zones", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_shapes", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_pacs", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_maps", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_lightmaps", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_ig", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_newbie_zones", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_newbie_shapes", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_newbie_pacs", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_newbie_ig", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_island_zones", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_island_shapes", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_island_pacs", [ ] ] ] -ICTryker["Packages"] += [ [ "tryker_island_ig", [ ] ] ] -InstallClientData += [ ICTryker ] - -ICSources = { } -ICSources["Name"] = "sources" -ICSources["UnpackTo"] = None -ICSources["IsOptional"] = 1 -ICSources["IsIncremental"] = 1 -ICSources["Packages"] = [ ] -ICSources["Packages"] += [ [ "sources_zones", [ ] ] ] -ICSources["Packages"] += [ [ "sources_shapes", [ ] ] ] -ICSources["Packages"] += [ [ "sources_pacs", [ ] ] ] -ICSources["Packages"] += [ [ "sources_maps", [ ] ] ] -ICSources["Packages"] += [ [ "sources_lightmaps", [ ] ] ] -ICSources["Packages"] += [ [ "sources_ig", [ ] ] ] -InstallClientData += [ ICSources ] - -ICRouteGouffre = { } -ICRouteGouffre["Name"] = "route_gouffre" -ICRouteGouffre["UnpackTo"] = None -ICRouteGouffre["IsOptional"] = 1 -ICRouteGouffre["IsIncremental"] = 1 -ICRouteGouffre["Packages"] = [ ] -ICRouteGouffre["Packages"] += [ [ "route_gouffre_zones", [ ] ] ] -ICRouteGouffre["Packages"] += [ [ "route_gouffre_shapes", [ ] ] ] -ICRouteGouffre["Packages"] += [ [ "route_gouffre_pacs", [ ] ] ] -ICRouteGouffre["Packages"] += [ [ "route_gouffre_maps", [ ] ] ] -ICRouteGouffre["Packages"] += [ [ "route_gouffre_lightmaps", [ ] ] ] -ICRouteGouffre["Packages"] += [ [ "route_gouffre_ig", [ ] ] ] -InstallClientData += [ ICRouteGouffre ] - -ICBagne = { } -ICBagne["Name"] = "bagne" -ICBagne["UnpackTo"] = None -ICBagne["IsOptional"] = 1 -ICBagne["IsIncremental"] = 1 -ICBagne["Packages"] = [ ] -ICBagne["Packages"] += [ [ "bagne_zones", [ ] ] ] -ICBagne["Packages"] += [ [ "bagne_shapes", [ ] ] ] -ICBagne["Packages"] += [ [ "bagne_pacs", [ ] ] ] -ICBagne["Packages"] += [ [ "bagne_maps", [ ] ] ] -ICBagne["Packages"] += [ [ "bagne_lightmaps", [ ] ] ] -ICBagne["Packages"] += [ [ "bagne_ig", [ ] ] ] -InstallClientData += [ ICBagne ] - -ICTerre = { } -ICTerre["Name"] = "terre" -ICTerre["UnpackTo"] = None -ICTerre["IsOptional"] = 1 -ICTerre["IsIncremental"] = 1 -ICTerre["Packages"] = [ ] -ICTerre["Packages"] += [ [ "terre_zones", [ ] ] ] -ICTerre["Packages"] += [ [ "terre_shapes", [ ] ] ] -ICTerre["Packages"] += [ [ "terre_pacs", [ ] ] ] -ICTerre["Packages"] += [ [ "terre_maps", [ ] ] ] -ICTerre["Packages"] += [ [ "terre_lightmaps", [ ] ] ] -ICTerre["Packages"] += [ [ "terre_ig", [ ] ] ] -InstallClientData += [ ICTerre ] - -ICNexus = { } -ICNexus["Name"] = "nexus" -ICNexus["UnpackTo"] = None -ICNexus["IsOptional"] = 1 -ICNexus["IsIncremental"] = 1 -ICNexus["Packages"] = [ ] -ICNexus["Packages"] += [ [ "nexus_zones", [ ] ] ] -ICNexus["Packages"] += [ [ "nexus_shapes", [ ] ] ] -ICNexus["Packages"] += [ [ "nexus_pacs", [ ] ] ] -ICNexus["Packages"] += [ [ "nexus_maps", [ ] ] ] -ICNexus["Packages"] += [ [ "nexus_lightmaps", [ ] ] ] -ICNexus["Packages"] += [ [ "nexus_ig", [ ] ] ] -InstallClientData += [ ICNexus ] - -ICNewbieland = { } -ICNewbieland["Name"] = "newbieland" -ICNewbieland["UnpackTo"] = None -ICNewbieland["IsOptional"] = 1 -ICNewbieland["IsIncremental"] = 1 -ICNewbieland["Packages"] = [ ] -ICNewbieland["Packages"] += [ [ "newbieland_zones", [ ] ] ] -ICNewbieland["Packages"] += [ [ "newbieland_shapes", [ ] ] ] -ICNewbieland["Packages"] += [ [ "newbieland_pacs", [ ] ] ] -ICNewbieland["Packages"] += [ [ "newbieland_maps", [ ] ] ] -ICNewbieland["Packages"] += [ [ "newbieland_ig", [ ] ] ] -InstallClientData += [ ICNewbieland ] - -ICIndoors = { } -ICIndoors["Name"] = "indoors" -ICIndoors["UnpackTo"] = None -ICIndoors["IsOptional"] = 1 -ICIndoors["IsIncremental"] = 1 -ICIndoors["Packages"] = [ ] -ICIndoors["Packages"] += [ [ "indoors_shapes", [ ] ] ] -ICIndoors["Packages"] += [ [ "indoors_pacs", [ ] ] ] -ICIndoors["Packages"] += [ [ "indoors_lightmaps", [ ] ] ] -ICIndoors["Packages"] += [ [ "indoors_ig", [ ] ] ] -InstallClientData += [ ICIndoors ] - -ICR2 = { } -ICR2["Name"] = "r2" -ICR2["UnpackTo"] = None -ICR2["IsOptional"] = 1 -ICR2["IsIncremental"] = 1 -ICR2["Packages"] = [ ] -ICR2["Packages"] += [ [ "r2_misc", [ ] ] ] -ICR2["Packages"] += [ [ "r2_jungle", [ ] ] ] -ICR2["Packages"] += [ [ "r2_lakes", [ ] ] ] -ICR2["Packages"] += [ [ "r2_desert", [ ] ] ] -ICR2["Packages"] += [ [ "r2_roots", [ ] ] ] -ICR2["Packages"] += [ [ "r2_forest", [ ] ] ] -ICR2["Packages"] += [ [ "r2_lakes2", [ ] ] ] -ICR2["Packages"] += [ [ "r2_jungle2", [ ] ] ] -ICR2["Packages"] += [ [ "r2_forest2", [ ] ] ] -ICR2["Packages"] += [ [ "r2_desert2", [ ] ] ] -ICR2["Packages"] += [ [ "r2_roots2", [ ] ] ] -ICR2["Packages"] += [ [ "r2_forest_maps", [ ] ] ] -ICR2["Packages"] += [ [ "r2_desert_maps", [ ] ] ] -ICR2["Packages"] += [ [ "r2_roots_maps", [ ] ] ] -ICR2["Packages"] += [ [ "r2_lakes_maps", [ ] ] ] -ICR2["Packages"] += [ [ "r2_jungle_maps", [ ] ] ] -ICR2["Packages"] += [ [ "r2_roots_pz", [ ] ] ] -ICR2["Packages"] += [ [ "r2_lakes_pz", [ ] ] ] -ICR2["Packages"] += [ [ "r2_jungle_pz", [ ] ] ] -ICR2["Packages"] += [ [ "r2_forest_pz", [ ] ] ] -ICR2["Packages"] += [ [ "r2_desert_pz", [ ] ] ] -InstallClientData += [ ICR2 ] - - -# end of file