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object_viewer.cfg
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object_viewer.cfg
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// 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",
"C:\Program Files\object-viewer\object-viewer\data"
};
recursive_search_pathes=
{
// "\\server\sound\ryzom_data_raw"
"R:\code\ryzom\data\sound"
};
// can load dds if the tga is not available
extensions_remapping = { "dds", "tga" };
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;