#!/usr/bin/python # # \file config.py # \brief Process configuration # \date 2010-05-24 06:30GMT # \author Jan Boon (Kaetemi) # Python port of game data build pipeline. # Process configuration. # # NeL - MMORPG Framework # Copyright (C) 2010 Winch Gate Property Limited # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU Affero General Public License as # published by the Free Software Foundation, either version 3 of the # License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU Affero General Public License for more details. # # You should have received a copy of the GNU Affero General Public License # along with this program. If not, see . # # *** PROCESS CONFIGURATION *** # *** PROCESS CONFIG *** ProcessToComplete = [ ] ProcessToComplete += [ "properties" ] ProcessToComplete += [ "map" ] ProcessToComplete += [ "shape" ] ProcessToComplete += [ "ligo" ] # not fully implemented, works for this process (not yet), but does not export max files ProcessToComplete += [ "zone" ] # works, need to check completeness ProcessToComplete += [ "ig" ] # fully implemented ProcessToComplete += [ "zone_light" ] # works, need to check completeness ProcessToComplete += [ "rbank" ] # works, need to check completeness ProcessToComplete += [ "ig_light" ] # fully implemented ProcessToComplete += [ "ps" ] # *** ECOSYSTEM AND CONTINENT NAMES *** EcosystemName = "jungle" ContinentName = "newbieland" # *** 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