Remove build gamedata workspace

--HG--
branch : kaetemi-cleanup
This commit is contained in:
kaetemi 2013-07-24 22:49:01 +02:00
parent 929692b204
commit ae7abf27c5
75 changed files with 0 additions and 8295 deletions

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#!/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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-08-27 17:02GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "copy" ]
# *** COMMON NAMES AND PATHS ***
CommonName = "cfg"
CommonPath = "common/" + CommonName

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// ***************************
// 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;

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#!/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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-08-27 17:02GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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#!/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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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

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// 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" };
/////////////////////////////////////////////

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// 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" };
/////////////////////////////////////////////

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// 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" };
/////////////////////////////////////////////

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// 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" };
/////////////////////////////////////////////

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// 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" };
/////////////////////////////////////////////

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// 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" };
/////////////////////////////////////////////

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-08-27 17:02GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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"

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#!/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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-08-27 17:02GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "properties" ]
ProcessToComplete += [ "shape" ]
ProcessToComplete += [ "map" ]
ProcessToComplete += [ "ig" ]
ProcessToComplete += [ "ig_light" ]
# *** COMMON NAMES AND PATHS ***
EcosystemName = "construction"
EcosystemPath = "common/" + EcosystemName
ContinentName = EcosystemName
ContinentPath = EcosystemPath
CommonName = ContinentName
CommonPath = ContinentPath
# *** SHAPE EXPORT OPTIONS ***
# Compute lightmaps ?
ShapeExportOptExportLighting = "true"
# Cast shadow in lightmap ?
ShapeExportOptShadow = "true"
# Lighting limits. 0 : normal, 1 : soft shadows
ShapeExportOptLightingLimit = 0
# Lightmap lumel size
ShapeExportOptLumelSize = "0.25"
# Oversampling value. Can be 1, 2, 4 or 8
ShapeExportOptOversampling = 1
# Does the lightmap must be generated in 8 bits format ?
ShapeExportOpt8BitsLightmap = "false"
# Does the lightmaps export must generate logs ?
ShapeExportOptLightmapLog = "true"
# Coarse mesh texture mul size
TextureMulSizeValue = "1.5"
DoBuildShadowSkin = 0
ClodConfigFile = ""
# *** COARSE MESH TEXTURE NAME ***
CoarseMeshTextureNames = [ ]
# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM ***
MultipleTilesPostfix = [ ]
MultipleTilesPostfix += [ "_sp" ]
MultipleTilesPostfix += [ "_su" ]
MultipleTilesPostfix += [ "_au" ]
MultipleTilesPostfix += [ "_wi" ]
# Name of the tilebank to use
BankTileBankName = ""
# *** LANDSCAPE NAME ***
LandscapeName = ""
# *** LIGO OPTIONS ***
LigoExportLand = ""
LigoExportOnePass = 0
LigoExportColormap = "colormap_invalid.png"
LigoExportHeightmap1 = "big_invalid.png"
LigoExportZFactor1 = "1.0"
LigoExportHeightmap2 = "noise_invalid.png"
LigoExportZFactor2 = "0.5"
LigoTileBankFile = ""
# *** MAPS OPTIONS ***
ReduceBitmapFactor = 0
# list all panoply files
MapPanoplyFileList = None
# name of the .hlsbank to build.
MapHlsBankFileName = None
# *** ANIMATIONS OPTIONS ***
DoOptimizeAnimations = 0

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@ -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= "";

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@ -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;

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@ -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;

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
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

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-08-27 17:02GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "pacs_prim_list" ]
ProcessToComplete += [ "copy" ]
# *** COMMON NAMES AND PATHS ***
CommonName = "data_common"
CommonPath = "common/" + CommonName
# *** PACS PRIM LIST OPTIONS ***
# *** COPY DIR OPTIONS ***

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "copy" ]
# *** COMMON NAMES AND PATHS ***
CommonName = "exedll"
CommonPath = "common/" + CommonName

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@ -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;

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-08-27 17:02GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "font" ]
# *** COMMON NAMES AND PATHS ***
EcosystemName = "fonts"
EcosystemPath = "common/" + EcosystemName
ContinentName = EcosystemName
ContinentPath = EcosystemPath
CommonName = ContinentName
CommonPath = ContinentPath
# end of file

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "copy" ]
# *** COMMON NAMES AND PATHS ***
CommonName = "gamedev"
CommonPath = "common/" + CommonName
# *** COPY DIR OPTIONS ***

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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"

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-08-27 17:02GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "properties" ]
ProcessToComplete += [ "shape" ]
ProcessToComplete += [ "map" ]
ProcessToComplete += [ "ig" ]
ProcessToComplete += [ "ig_light" ]
# *** COMMON NAMES AND PATHS ***
EcosystemName = "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

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@ -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= "";

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@ -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;

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// 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;

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-08-27 17:02GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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;

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#!/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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-08-27 17:02GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "properties" ]
ProcessToComplete += [ "shape" ]
ProcessToComplete += [ "map" ]
ProcessToComplete += [ "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

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@ -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= "";

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@ -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;

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@ -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;

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-05-24 06:30GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "properties" ]
ProcessToComplete += [ "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

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@ -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= "";

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@ -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;

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// 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;

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-05-24 06:30GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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#!/usr/bin/python
#
# \file config.py
# \brief Process configuration
# \date 2010-05-24 06:30GMT
# \author Jan Boon (Kaetemi)
# Python port of game data build pipeline.
# Process configuration.
#
# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "properties" ]
ProcessToComplete += [ "map" ]
ProcessToComplete += [ "shape" ]
ProcessToComplete += [ "ligo" ]
ProcessToComplete += [ "zone" ]
ProcessToComplete += [ "ig" ] # fully implemented
ProcessToComplete += [ "zone_light" ] # works, need to check completeness
ProcessToComplete += [ "rbank" ]
ProcessToComplete += [ "ig_light" ] # fully implemented
ProcessToComplete += [ "ps" ]
ProcessToComplete += [ "ai_wmap" ]
# *** ECOSYSTEM AND CONTINENT NAMES ***
EcosystemName = "jungle"
EcosystemPath = "ecosystems/" + EcosystemName
ContinentName = "newbieland"
ContinentPath = "continents/" + ContinentName
CommonName = ContinentName
CommonPath = ContinentPath
# *** LANDSCAPE NAME ***
LandscapeName = ContinentName
# *** CONTINENT FILE ***
ContinentFile = ContinentName + "/" + ContinentName + ".continent"
# *** SHAPE EXPORT OPTIONS ***
# Compute lightmaps ?
ShapeExportOptExportLighting = "true"
# Cast shadow in lightmap ?
ShapeExportOptShadow = "true"
# Lighting limits. 0 : normal, 1 : soft shadows
ShapeExportOptLightingLimit = 0
# Lightmap lumel size
ShapeExportOptLumelSize = "0.25"
# Oversampling value. Can be 1, 2, 4 or 8
ShapeExportOptOversampling = 1
# Does the lightmap must be generated in 8 bits format ?
ShapeExportOpt8BitsLightmap = "false"
# Does the lightmaps export must generate logs ?
ShapeExportOptLightmapLog = "true"
# Coarse mesh texture mul size
TextureMulSizeValue = "1.5"
DoBuildShadowSkin = 0
ClodConfigFile = ""
# *** COARSE MESH TEXTURE NAME ***
CoarseMeshTextureNames = [ ]
# *** BANK EXPORT OPTIONS ***
# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM ***
MultipleTilesPostfix = [ ]
MultipleTilesPostfix += [ "_sp" ]
MultipleTilesPostfix += [ "_su" ]
MultipleTilesPostfix += [ "_au" ]
MultipleTilesPostfix += [ "_wi" ]
# Name of the tilebank to use
BankTileBankName = EcosystemName
# *** LIGO OPTIONS ***
LigoExportLand = ContinentName + ".land"
LigoExportOnePass = 0
LigoExportColormap = "colormap_" + ContinentName + ".png"
LigoExportHeightmap1 = "big_" + ContinentName + ".png"
LigoExportZFactor1 = "1.0"
LigoExportHeightmap2 = "noise_" + ContinentName + ".png"
LigoExportZFactor2 = "0.5"
LigoTileBankFile = "landscape/_texture_tiles/" + EcosystemName + "/" + EcosystemName + ".bank"
# *** ZONE REGIONS ( up-left, down-right ) ***
ZoneRegions = [ ]
ZoneRegions += [ [ "65_bz" ] + [ "77_cs" ] ]
# *** RBANK OPTIONS ***
# Options
RBankVerbose = 0
RBankConsistencyCheck = 0
RbankReduceSurfaces = 1
RbankSmoothBorders = 1
RbankComputeElevation = 0
RbankComputeLevels = 1
RbankLinkElements = 1
RbankCutEdges = 1
RbankUseZoneSquare = 0
# Region to compute ( ALPHA UPPER CASE! )
RbankZoneUl = "65_BZ"
RbankZoneDr = "77_CS"
# Output names
RbankRbankName = LandscapeName
# Import ig pathes
#RbankIgPaths = [ ] # ExportBuildDirectory/...
#RbankIgPaths += [ "continents/" + ContinentName + "/ig_other" ]
#RbankIgPaths += [ "continents/" + ContinentName + "/ig_land" ]
# Import shape pathes
#RbankShapePaths = [ ] # ExportBuildDirectory/...
#RbankShapePaths += [ "continents/" + ContinentName + "/shape" ]
#RbankShapePaths += [ "continents/" + ContinentName + "/shape_with_coarse_mesh_builded" ]
#RbankShapePaths += [ "ecosystems/" + EcosystemName + "/shape" ]
#RbankShapePaths += [ "ecosystems/" + EcosystemName + "/shape_with_coarse_mesh_builded" ]
#RbankShapePaths += [ "common/sfx/ps" ]
# RbankShapePaths += [ "l:/leveldesign/world_edit_files" ]
# *** MAPS OPTIONS ***
ReduceBitmapFactor = 0
# list all panoply files
MapPanoplyFileList = None
# name of the .hlsbank to build.
MapHlsBankFileName = None
# *** AI WMAP OPTIONS ***
AiWmapContinentName = ContinentName
AiWmapVerbose = 0
AiWmapStartPoints = [ ]
AiWmapStartPoints += [ ContinentName + " 8523 -10846" ]
AiWmapStartPoints += [ ContinentName + " 10314 -11743" ]

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@ -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= "";

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@ -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;

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// 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;

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** 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"

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# *** PROCESS CONFIGURATION ***
# *** PROCESS CONFIG ***
ProcessToComplete = [ ]
ProcessToComplete += [ "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

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@ -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 <http://dev.ryzom.com/projects/nel/>
# Copyright (C) 2010 Winch Gate Property Limited
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
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