133 lines
3.7 KiB
Python
133 lines
3.7 KiB
Python
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#!/usr/bin/python
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#
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# #################################################################
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# ## WARNING : this is a generated file, don't change it !
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# #################################################################
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#
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# \file config.py
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# \brief Process configuration
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# \date 2010-09-19-14-19-GMT
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# \author Jan Boon (Kaetemi)
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# Python port of game data build pipeline.
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# Process configuration for 'lacustre' ecosystem.
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#
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# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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# Copyright (C) 2010 Winch Gate Property Limited
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as
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# published by the Free Software Foundation, either version 3 of the
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# License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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# You should have received a copy of the GNU Affero General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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#
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# *** PROCESS CONFIGURATION ***
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# *** PROCESS CONFIG ***
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ProcessToComplete = [ ]
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ProcessToComplete += [ "shape" ]
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ProcessToComplete += [ "map" ]
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ProcessToComplete += [ "smallbank" ]
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ProcessToComplete += [ "farbank" ]
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ProcessToComplete += [ "tiles" ]
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ProcessToComplete += [ "displace" ]
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ProcessToComplete += [ "veget" ]
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ProcessToComplete += [ "vegetset" ]
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ProcessToComplete += [ "ligo" ]
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ProcessToComplete += [ "pacs_prim" ]
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# *** ECOSYSTEM AND CONTINENT NAMES ***
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EcosystemName = "lacustre"
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EcosystemPath = "ecosystems/" + EcosystemName
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CommonName = EcosystemName
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CommonPath = EcosystemPath
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# *** MAP EXPORT OPTIONS ***
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PanoplyFileList = [ ]
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HlsBankFileName = ""
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# *** SHAPE EXPORT OPTIONS ***
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# Compute lightmaps ?
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ShapeExportOptExportLighting = "true"
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# Cast shadow in lightmap ?
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ShapeExportOptShadow = "true"
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# Lighting limits. 0 : normal, 1 : soft shadows
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ShapeExportOptLightingLimit = 0
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# Lightmap lumel size
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ShapeExportOptLumelSize = "0.25"
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# Oversampling value. Can be 1, 2, 4 or 8
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ShapeExportOptOversampling = 8
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# Does the lightmap must be generated in 8 bits format ?
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ShapeExportOpt8BitsLightmap = "false"
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# Does the lightmaps export must generate logs ?
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ShapeExportOptLightmapLog = "true"
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# Coarse mesh texture mul size
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TextureMulSizeValue = "1.5"
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DoBuildShadowSkin = 0
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ClodConfigFile = ""
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# *** COARSE MESH TEXTURE NAME ***
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CoarseMeshTextureNames = [ ]
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CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_sp" ]
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CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_su" ]
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CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_au" ]
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CoarseMeshTextureNames += [ "nel_coarse_mesh_" + EcosystemName + "_wi" ]
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# *** POSTFIX USED BY THE MULTIPLE TILES SYSTEM ***
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MultipleTilesPostfix = [ ]
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MultipleTilesPostfix += [ "_sp" ]
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MultipleTilesPostfix += [ "_su" ]
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MultipleTilesPostfix += [ "_au" ]
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MultipleTilesPostfix += [ "_wi" ]
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# *** BANK EXPORT OPTIONS ***
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# Name of the tilebank to use
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BankTileBankName = EcosystemName
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# *** RBANK EXPORT OPTIONS ***
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# Output names
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RbankRbankName = "_invalid"
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# *** LIGO OPTIONS ***
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LigoExportLand = ""
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LigoExportOnePass = 0
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# *** MAPS OPTIONS ***
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ReduceBitmapFactor = 0
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# list all panoply files
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MapPanoplyFileList = None
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# name of the .hlsbank to build.
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MapHlsBankFileName = None
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# *** SHAPE BUILD OPTIONS *
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DoBuildShadowSkin = False
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ClodConfigFile = ""
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# *** PACS_PRIM OPTIONS ***
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WantLandscapeColPrimPacsList = True
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