// Config file for object_viewer.cfg. This file must be in the same directory than object_viewer.dll

// your searhc pathes, (where to find textures, shapes, tiles, zones ...)
search_pathes = 
{
	"w:\database\stuff\fyros\agents\_textures\actors",
	"w:\database\stuff\tryker\agents\_textures\actors",
	"w:\database\stuff\matis\agents\_textures\actors",
	"w:\database\stuff\zorai\agents\_textures\actors",
	"w:\database\stuff\fyros\agents\_textures\monster",
	"w:\database\stuff\tryker\agents\_textures\monster",
	"w:\database\stuff\matis\agents\_textures\monster",
	"w:\database\stuff\zorai\agents\_textures\monster",
	"w:\database\stuff\fyros\agents\_textures\accessories",
	"w:\database\stuff\tryker\agents\_textures\accessories",
	"w:\database\stuff\matis\agents\_textures\accessories",
	"w:\database\stuff\zorai\agents\_textures\accessories",
	"W:\Database\Stuff\Matis\Decors\_textures\batiments",
	"W:\Database\Stuff\zorai\Decors\_textures\batiments",
	"W:\Database\Stuff\tryker\Decors\_textures\batiments",
	"W:\Database\Stuff\fyros\Decors\_textures\batiments",
	"W:\Database\Stuff\fyros\Decors\_textures",
	"W:\Database\SFX\maps",
	"W:\Database\SFX\old_shapes",
	"W:\Database\Stuff\Primes_Racines\Agents\_textures\Monster",
	"W:\Database\Stuff\Jungle\Agents\_textures\Monster",
	"W:\Database\Stuff\Goo\Agents\_textures\monster",
	"W:\Database\Stuff\caravan\Agents\_textures\Actors",
};

recursive_search_pathes=
{
//	"\\server\sound\ryzom_data_raw"
	"R:\code\ryzom\data\sound"
};

// can load dds if the tga is not available
extensions_remapping = { "tga", "dds" };

camera_focal = 75; // this is optionnal

// sound related vars
packed_sheet_path   		= "R:\code\ryzom\data\sound";
sample_path			= "R:\code\ryzom\data\sound\samplebanks\";

//

// Vegetable Landscape Setup (for vegetable edition). search_pathes must be OK.
veget_tile_bank= "";				// this is optionnal, but obligatory for Vegetable Edit to work properly
veget_tile_far_bank= "";		// this is optionnal, but obligatory for Vegetable Edit to work properly
veget_landscape_zones=						// this is optionnal, but obligatory for Vegetable Edit to work properly
{
};
veget_landscape_threshold= 0.01;			// this is optionnal
veget_landscape_tile_near= 50;				//  this is optionnal
veget_landscape_ambient = {17, 54, 100} ;	//  this is optionnal
veget_landscape_diffuse = {241, 226, 244} ;	//  this is optionnal
veget_landscape_snap_height= 1.70;		//  this is optionnal

// veget setup
veget_texture= "";	// this is optionnal, but important for Vegetable Edit to behave properly
veget_ambient= {80, 80, 80};		// this is optionnal
veget_diffuse= {255, 255, 255};		// this is optionnal. NB: works like veget_landscape_diffuse (ie maxLightFactor possible)
veget_light_dir= {0, 1, -1};		// this is optionnal
veget_wind_dir= {1, 1, 0};		// this is optionnal
veget_wind_freq= 0.5;			// this is optionnal
veget_wind_power= 1;			// this is optionnal
veget_wind_bend_min= 0;			// this is optionnal

// scene_light setup
scene_light_enabled		=	1;					// this is optionnal. Usefull to load Igs with lights and see correct ligthing
scene_light_sun_specular=	{255, 255, 255};	// this is optionnal
scene_light_sun_diffuse	=	{255, 255, 255};	// this is optionnal
scene_light_sun_ambiant	=	{64, 64, 64};		// this is optionnal
scene_light_sun_dir		=	{1, 0, -1};			// this is optionnal


// scale the played position of all the skeletons by this value (default 1).
character_scale_pos= 1;

// "opengl" (default) or "direct3d"
driver = "opengl";

// Fog
fog = 0;
fog_color = { 64, 64, 64};
fog_start = 250;
fog_end = 500;

// Clouds
cloud_count			= 0;
cloud_diffuse		= {255,255,255};
cloud_ambient		= {120,140,160};
cloud_speed			= 5.0;
cloud_update_period = 120.0;
cloud_wind_speed	= 2.0;