merged from default

--HG--
branch : gsoc2012-achievements
hg/feature/gsoc2013-dfighter
mattraykowski 12 years ago
parent 050835b535
commit 92399cb5d2

File diff suppressed because it is too large Load Diff

@ -1,376 +1,376 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef TICK_S_H
#define TICK_S_H
#include "nel/misc/types_nl.h"
#include "nel/misc/time_nl.h"
#include "nel/misc/common.h"
#include "nel/net/service.h"
#include "range_mirror_manager.h"
#include "game_share/tick_proxy_time_measure.h"
/**
* CClientInfos
*
* \author Stephane Coutelas
* \author Nevrax France
* \date 2001
*/
class CClientInfos
{
public :
/// true if the tock has been received since the last tick
bool TockReceived;
/// true if this client is supposed to send a tock
bool Registered;
/// true if a tock from this client is not necessary to send a new tick
bool Tocking;
/// number of non received tock from this client allowed before freezing time service
uint16 Threshold;
/// count of missing tocks
uint16 TockMissingCount;
/**
* default constructor
*/
CClientInfos() : TockReceived(true),Registered(false),Tocking(true),Threshold(0),TockMissingCount(0)
{}
};
///
class CMirrorGameCycleTimeMeasureMS : public CMirrorGameCycleTimeMeasure
{
public:
NLNET::TServiceId MSId; // not serialised
};
enum TTickServiceTimeMeasureType { PrevTotalTickDuration, NbTickServiceTimeMeasureTypes };
typedef CTimeMeasure<NbTickServiceTimeMeasureTypes> CTickServiceTimeMeasure;
enum TTimeMeasureHistoryStat { MHTSum, MHTMin, MHTMax, NbTimeMeasureHistoryStats };
/*
*
*/
template <class T>
class CTimeMeasureHistory
{
public:
NLNET::TServiceId ServiceId;
NLNET::TServiceId ParentServiceId;
uint16 NbMeasures;
std::vector< T > Stats; // indexed by NbTimeMeasureHistoryTypes
///
CTimeMeasureHistory( NLNET::TServiceId serviceId, NLNET::TServiceId parentServiceId, bool setFirst, const T *newMeasure=NULL )
{
ServiceId = serviceId;
ParentServiceId = parentServiceId;
reset( setFirst, newMeasure );
}
///
void reset( bool setFirst, const T *newMeasure=NULL )
{
if ( setFirst )
{
NbMeasures = 1;
Stats.resize( NbTimeMeasureHistoryStats, *newMeasure );
}
else
{
NbMeasures = 0;
Stats.resize( NbTimeMeasureHistoryStats );
Stats[MHTSum] = 0;
Stats[MHTMin] = ~0;
Stats[MHTMax] = 0;
}
}
///
void updateStats( const T& newMeasure )
{
++NbMeasures;
for ( uint i=0; i!=newMeasure.size(); ++i )
{
Stats[MHTSum][i] += newMeasure[i];
if ( newMeasure[i] < Stats[MHTMin][i] ) Stats[MHTMin][i] = newMeasure[i];
//ldebug( "1. NEW: %hu MAX: %hu", newMeasure[i], Stats[MHTMax][i] );
if ( newMeasure[i] > Stats[MHTMax][i] ) Stats[MHTMax][i] = newMeasure[i];
//nldebug( "2. NEW: %hu MAX: %hu", newMeasure[i], Stats[MHTMax][i] );
}
}
};
typedef CTimeMeasureHistory<CMirrorTimeMeasure> CMirrorTimeMeasureHistory;
typedef CTimeMeasureHistory<CServiceTimeMeasure> CServiceTimeMeasureHistory;
typedef CTimeMeasureHistory<CTickServiceTimeMeasure> CTickServiceMeasureHistory;
/**
*
*/
class CTickServiceGameCycleTimeMeasure
{
public:
typedef std::vector<CMirrorGameCycleTimeMeasureMS> TMirrorMeasures;
TMirrorMeasures CurrentMirrorMeasures;
CTickServiceTimeMeasure CurrentTickServiceMeasure;
std::vector< CMirrorTimeMeasureHistory > HistoryByMirror;
std::vector< CServiceTimeMeasureHistory > HistoryByService;
CTickServiceMeasureHistory HistoryMain;
///
CTickServiceGameCycleTimeMeasure();
///
void beginNewCycle();
///
void resetMeasures();
///
void displayStats( NLMISC::CLog *log );
///
void displayStat( NLMISC::CLog *log, TTimeMeasureHistoryStat stat );
protected:
template <class HistoryItem, class Measure>
void storeMeasureToHistory( std::vector<HistoryItem>& history, const Measure& newMeasure, NLNET::TServiceId serviceId, NLNET::TServiceId parentServiceId )
{
typename std::vector<HistoryItem>::iterator ihm;
// Find the right history item
for ( ihm=history.begin(); ihm!=history.end(); ++ihm )
{
if ( (*ihm).ServiceId == serviceId )
break;
}
if ( ihm == history.end() )
{
// New in history => add it
HistoryItem hist( serviceId, parentServiceId, true, &newMeasure );
history.push_back( hist );
}
else
{
// Already in history => update stats
(*ihm).updateStats( newMeasure );
}
}
};
/**
* CTickService
*
* \author Stephane Coutelas
* \author Nevrax France
* \date 2001
*/
class CTickService : public NLNET::IService
{
public :
/**
* Execution mode : continuous or step by step(user chooses when to send a tick)
*/
enum TTickSendingMode { Continuous = 0, StepByStep, Fastest };
/**
* State Mode
*/
enum TTickStateMode { TickRunning = 0, TickHalted };
/// Initialise the service
void init();
/// Update
bool update();
/// Release
void release();
/**
* Register a client
* \param serviceId is the unique id of the client service
* \param tocking true if we have to wait a tock from this client before to send another tick
* \param threshold is the max missing tock allowed
*/
void registerClient( NLNET::TServiceId serviceId, bool tocking, uint16 threshold );
/**
* Unregister a client
* \param serviceId is the unique id of the client service
*/
void unregisterClient( NLNET::TServiceId serviceId );
/**
* halt ticking
*/
void haltTick(const std::string& reason);
/**
* resume ticking
*/
void resumeTick();
/**
* broadcastTick
*/
void broadcastTick();
/**
* A registered service sent a tock
*/
void addTock( NLNET::TServiceId serviceId );
/**
* Check if all tock have been received, broadcast a new tick if yes
*/
void checkTockReceived();
/**
* give permission to send time in the step by step mode
*/
inline void enableSend() { _StepCount++; }
/**
* Get the current game time step
*/
inline NLMISC::TGameTime getGameTimeStep() const { return _GameTimeStep; }
/**
* set the game time step
* \param gameTimeStep is the game time step
*/
inline void setGameTimeStep( NLMISC::TGameTime gameTimeStep ) { _GameTimeStep = gameTimeStep; }
/**
* Get the time step between two ticks
* \return the time step between 2 ticks
*/
inline NLMISC::TLocalTime getTickTimeStep() const { return _TickTimeStep; }
/**
* set the time step between two ticks
* \param timeStep is the time step between 2 ticks
*/
inline void setTickTimeStep( NLMISC::TLocalTime timeStep ) { _TickTimeStep = timeStep; }
/**
* Get the current game time
* \return current game time
*/
inline NLMISC::TGameTime getGameTime() const { return _GameTime; }
/**
* number of game cycle elapsed
*/
inline NLMISC::TGameCycle getGameCycle() const { return _GameCycle; }
/**
* The tick service and all connected services display its current time
*/
void displayGameTime() const;
/**
* Get the number of registered clients
* \return number of registered clients
*/
uint16 getClientCount();
/// Save to file
bool saveGameCycle();
/// Load from file
bool loadGameCycle();
void tickFileCallback(const CFileDescription& fileDescription, NLMISC::IStream& dataStream);
bool FirstTime;
TTickStateMode CurrentMode;
std::string HaltedReason;
/// Displayer of recent history
NLMISC::CLightMemDisplayer RecentHistory;
/// Shard timings
CTickServiceGameCycleTimeMeasure MainTimeMeasures;
private :
/// infos about the connected clients
std::vector< CClientInfos > _ClientInfos;
/// different from 0 if the service is allowed to send one or multiple ticks ( note : used in step by step only )
uint16 _StepCount;
/// time increment value (diff time between two ticks)
NLMISC::TLocalTime _TickTimeStep;
/// the value of the time step used in the last tick
NLMISC::TLocalTime _LastTickTimeStep;
/// number of game cycle elapsed
NLMISC::TGameCycle _GameCycle;
/// Saved game cycle
NLMISC::TGameCycle _SavedGameCycle;
/// game time
NLMISC::TGameTime _GameTime;
/// delta game time
NLMISC::TGameTime _GameTimeStep;
/// true if the value of the game timestep has changed since last tick send
bool _GameTimeStepHasChanged;
/// time when the last tick was sent
NLMISC::TLocalTime _TickSendTime;
/// Log to recent history
NLMISC::CLog _QuickLog;
/// Row range manager for mirror system
CRangeMirrorManager _RangeMirrorManager;
};
#endif //TICK_S_H
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef TICK_S_H
#define TICK_S_H
#include "nel/misc/types_nl.h"
#include "nel/misc/time_nl.h"
#include "nel/misc/common.h"
#include "nel/net/service.h"
#include "range_mirror_manager.h"
#include "game_share/tick_proxy_time_measure.h"
/**
* CClientInfos
*
* \author Stephane Coutelas
* \author Nevrax France
* \date 2001
*/
class CClientInfos
{
public :
/// true if the tock has been received since the last tick
bool TockReceived;
/// true if this client is supposed to send a tock
bool Registered;
/// true if a tock from this client is not necessary to send a new tick
bool Tocking;
/// number of non received tock from this client allowed before freezing time service
uint16 Threshold;
/// count of missing tocks
uint16 TockMissingCount;
/**
* default constructor
*/
CClientInfos() : TockReceived(true),Registered(false),Tocking(true),Threshold(0),TockMissingCount(0)
{}
};
///
class CMirrorGameCycleTimeMeasureMS : public CMirrorGameCycleTimeMeasure
{
public:
NLNET::TServiceId MSId; // not serialised
};
enum TTickServiceTimeMeasureType { PrevTotalTickDuration, NbTickServiceTimeMeasureTypes };
typedef CTimeMeasure<NbTickServiceTimeMeasureTypes> CTickServiceTimeMeasure;
enum TTimeMeasureHistoryStat { MHTSum, MHTMin, MHTMax, NbTimeMeasureHistoryStats };
/*
*
*/
template <class T>
class CTimeMeasureHistory
{
public:
NLNET::TServiceId ServiceId;
NLNET::TServiceId ParentServiceId;
uint16 NbMeasures;
std::vector< T > Stats; // indexed by NbTimeMeasureHistoryTypes
///
CTimeMeasureHistory( NLNET::TServiceId serviceId, NLNET::TServiceId parentServiceId, bool setFirst, const T *newMeasure=NULL )
{
ServiceId = serviceId;
ParentServiceId = parentServiceId;
reset( setFirst, newMeasure );
}
///
void reset( bool setFirst, const T *newMeasure=NULL )
{
if ( setFirst )
{
NbMeasures = 1;
Stats.resize( NbTimeMeasureHistoryStats, *newMeasure );
}
else
{
NbMeasures = 0;
Stats.resize( NbTimeMeasureHistoryStats );
Stats[MHTSum] = 0;
Stats[MHTMin] = ~0;
Stats[MHTMax] = 0;
}
}
///
void updateStats( const T& newMeasure )
{
++NbMeasures;
for ( uint i=0; i!=newMeasure.size(); ++i )
{
Stats[MHTSum][i] += newMeasure[i];
if ( newMeasure[i] < Stats[MHTMin][i] ) Stats[MHTMin][i] = newMeasure[i];
//ldebug( "1. NEW: %hu MAX: %hu", newMeasure[i], Stats[MHTMax][i] );
if ( newMeasure[i] > Stats[MHTMax][i] ) Stats[MHTMax][i] = newMeasure[i];
//nldebug( "2. NEW: %hu MAX: %hu", newMeasure[i], Stats[MHTMax][i] );
}
}
};
typedef CTimeMeasureHistory<CMirrorTimeMeasure> CMirrorTimeMeasureHistory;
typedef CTimeMeasureHistory<CServiceTimeMeasure> CServiceTimeMeasureHistory;
typedef CTimeMeasureHistory<CTickServiceTimeMeasure> CTickServiceMeasureHistory;
/**
*
*/
class CTickServiceGameCycleTimeMeasure
{
public:
typedef std::vector<CMirrorGameCycleTimeMeasureMS> TMirrorMeasures;
TMirrorMeasures CurrentMirrorMeasures;
CTickServiceTimeMeasure CurrentTickServiceMeasure;
std::vector< CMirrorTimeMeasureHistory > HistoryByMirror;
std::vector< CServiceTimeMeasureHistory > HistoryByService;
CTickServiceMeasureHistory HistoryMain;
///
CTickServiceGameCycleTimeMeasure();
///
void beginNewCycle();
///
void resetMeasures();
///
void displayStats( NLMISC::CLog *log );
///
void displayStat( NLMISC::CLog *log, TTimeMeasureHistoryStat stat );
protected:
template <class HistoryItem, class Measure>
void storeMeasureToHistory( std::vector<HistoryItem>& history, const Measure& newMeasure, NLNET::TServiceId serviceId, NLNET::TServiceId parentServiceId )
{
typename std::vector<HistoryItem>::iterator ihm;
// Find the right history item
for ( ihm=history.begin(); ihm!=history.end(); ++ihm )
{
if ( (*ihm).ServiceId == serviceId )
break;
}
if ( ihm == history.end() )
{
// New in history => add it
HistoryItem hist( serviceId, parentServiceId, true, &newMeasure );
history.push_back( hist );
}
else
{
// Already in history => update stats
(*ihm).updateStats( newMeasure );
}
}
};
/**
* CTickService
*
* \author Stephane Coutelas
* \author Nevrax France
* \date 2001
*/
class CTickService : public NLNET::IService
{
public :
/**
* Execution mode : continuous or step by step(user chooses when to send a tick)
*/
enum TTickSendingMode { Continuous = 0, StepByStep, Fastest };
/**
* State Mode
*/
enum TTickStateMode { TickRunning = 0, TickHalted };
/// Initialise the service
void init();
/// Update
bool update();
/// Release
void release();
/**
* Register a client
* \param serviceId is the unique id of the client service
* \param tocking true if we have to wait a tock from this client before to send another tick
* \param threshold is the max missing tock allowed
*/
void registerClient( NLNET::TServiceId serviceId, bool tocking, uint16 threshold );
/**
* Unregister a client
* \param serviceId is the unique id of the client service
*/
void unregisterClient( NLNET::TServiceId serviceId );
/**
* halt ticking
*/
void haltTick(const std::string& reason);
/**
* resume ticking
*/
void resumeTick();
/**
* broadcastTick
*/
void broadcastTick();
/**
* A registered service sent a tock
*/
void addTock( NLNET::TServiceId serviceId );
/**
* Check if all tock have been received, broadcast a new tick if yes
*/
void checkTockReceived();
/**
* give permission to send time in the step by step mode
*/
inline void enableSend() { _StepCount++; }
/**
* Get the current game time step
*/
inline NLMISC::TGameTime getGameTimeStep() const { return _GameTimeStep; }
/**
* set the game time step
* \param gameTimeStep is the game time step
*/
inline void setGameTimeStep( NLMISC::TGameTime gameTimeStep ) { _GameTimeStep = gameTimeStep; }
/**
* Get the time step between two ticks
* \return the time step between 2 ticks
*/
inline NLMISC::TLocalTime getTickTimeStep() const { return _TickTimeStep; }
/**
* set the time step between two ticks
* \param timeStep is the time step between 2 ticks
*/
inline void setTickTimeStep( NLMISC::TLocalTime timeStep ) { _TickTimeStep = timeStep; }
/**
* Get the current game time
* \return current game time
*/
inline NLMISC::TGameTime getGameTime() const { return _GameTime; }
/**
* number of game cycle elapsed
*/
inline NLMISC::TGameCycle getGameCycle() const { return _GameCycle; }
/**
* The tick service and all connected services display its current time
*/
void displayGameTime() const;
/**
* Get the number of registered clients
* \return number of registered clients
*/
uint16 getClientCount();
/// Save to file
bool saveGameCycle();
/// Load from file
bool loadGameCycle();
void tickFileCallback(const CFileDescription& fileDescription, NLMISC::IStream& dataStream);
bool FirstTime;
TTickStateMode CurrentMode;
std::string HaltedReason;
/// Displayer of recent history
NLMISC::CLightMemDisplayer RecentHistory;
/// Shard timings
CTickServiceGameCycleTimeMeasure MainTimeMeasures;
private :
/// infos about the connected clients
std::vector< CClientInfos > _ClientInfos;
/// different from 0 if the service is allowed to send one or multiple ticks ( note : used in step by step only )
uint16 _StepCount;
/// time increment value (diff time between two ticks)
NLMISC::TLocalTime _TickTimeStep;
/// the value of the time step used in the last tick
NLMISC::TLocalTime _LastTickTimeStep;
/// number of game cycle elapsed
NLMISC::TGameCycle _GameCycle;
/// Saved game cycle
NLMISC::TGameCycle _SavedGameCycle;
/// game time
NLMISC::TGameTime _GameTime;
/// delta game time
NLMISC::TGameTime _GameTimeStep;
/// true if the value of the game timestep has changed since last tick send
bool _GameTimeStepHasChanged;
/// time when the last tick was sent
NLMISC::TLocalTime _TickSendTime;
/// Log to recent history
NLMISC::CLog _QuickLog;
/// Row range manager for mirror system
CRangeMirrorManager _RangeMirrorManager;
};
#endif //TICK_S_H

@ -1,31 +1,31 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_ATT_TREE_H_
#define NL_ATT_TREE_H_
#include <vector>
#include <map>
#include "record.h"
#include "node.h"
#include "field.h"
class AttTree
{
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_ATT_TREE_H_
#define NL_ATT_TREE_H_
#include <vector>
#include <map>
#include "record.h"
#include "node.h"
#include "field.h"
class AttTree
{
}
#endif

@ -1,32 +1,32 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "attribute.h"
IAttribute::IAttribute(std::string name)
{
_Name = name;
}
std::string &IAttribute::getName()
{
return _Name;
}
void IAttribute::setName(std::string name)
{
_Name = name;
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "attribute.h"
IAttribute::IAttribute(std::string name)
{
_Name = name;
}
std::string &IAttribute::getName()
{
return _Name;
}
void IAttribute::setName(std::string name)
{
_Name = name;
}

@ -1,66 +1,66 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_ATTRIBUTE_H_
#define NL_ATTRIBUTE_H_
#include <string>
class IAttribute
{
private:
std::string _Name;
public:
IAttribute(std::string);
std::string &getName();
void setName(std::string);
};
template<class T> class CAttribute : public IAttribute
{
private:
T _Value;
public:
CAttribute();
CAttribute(std::string);
CAttribute(std::string,T);
T &getValue();
void setValue(T &);
};
template<class T> CAttribute<T>::CAttribute() : IAttribute("<unnanamed>")
{
}
template<class T> CAttribute<T>::CAttribute(std::string name) : IAttribute(name)
{
}
template<class T> CAttribute<T>::CAttribute(std::string name, T value) : IAttribute(name)
{
_Value = value;
}
template<class T> T &CAttribute<T>::getValue()
{
return _Value;
}
template<class T> void CAttribute<T>::setValue(T &value)
{
_Value = value;
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_ATTRIBUTE_H_
#define NL_ATTRIBUTE_H_
#include <string>
class IAttribute
{
private:
std::string _Name;
public:
IAttribute(std::string);
std::string &getName();
void setName(std::string);
};
template<class T> class CAttribute : public IAttribute
{
private:
T _Value;
public:
CAttribute();
CAttribute(std::string);
CAttribute(std::string,T);
T &getValue();
void setValue(T &);
};
template<class T> CAttribute<T>::CAttribute() : IAttribute("<unnanamed>")
{
}
template<class T> CAttribute<T>::CAttribute(std::string name) : IAttribute(name)
{
}
template<class T> CAttribute<T>::CAttribute(std::string name, T value) : IAttribute(name)
{
_Value = value;
}
template<class T> T &CAttribute<T>::getValue()
{
return _Value;
}
template<class T> void CAttribute<T>::setValue(T &value)
{
_Value = value;
}
#endif

@ -1,155 +1,155 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "brain.h"
CBrain::CBrain(float f,float a,float e,float ha,float hu) : CMood(f,a,e,ha,hu)
{
_UpdateEvery = 0;
}
CBrain::CBrain(CMood &personality) : CMood(personality)
{
_UpdateEvery = 0;
}
CBrain::CBrain(const CBrain &c) : CMood()
{
_Personality = c._Personality;
_RealTime = c._RealTime;
_UpdateEvery = c._UpdateEvery;
_LastUpdate = c._LastUpdate;
}
void CBrain::setUpdateEvery(int nb_cycles)
{
_UpdateEvery = nb_cycles;
}
float CBrain::getFear()
{
if ( _Personality.getFear() > _RealTime.getFear() )
return _Personality.getFear();
else
return _RealTime.getFear();
}
float CBrain::getAgressivity()
{
if ( _Personality.getAgressivity() > _RealTime.getAgressivity() )
return _Personality.getAgressivity();
else
return _RealTime.getAgressivity();
}
float CBrain::getEmpathy()
{
if ( _Personality.getEmpathy() > _RealTime.getEmpathy() )
return _Personality.getEmpathy();
else
return _RealTime.getEmpathy();
}
float CBrain::getHappiness()
{
if ( _Personality.getHappiness() > _RealTime.getHappiness() )
return _Personality.getHappiness();
else
return _RealTime.getHappiness();
}
float CBrain::getHunger()
{
if ( _Personality.getHunger() > _RealTime.getHunger() )
return _Personality.getHunger();
else
return _RealTime.getHunger();
}
void CBrain::setInput(CRecord *input)
{
std::vector<CTree *>::iterator it_t = _Trees.begin();
while ( it_t != _Trees.end() )
{
(*it_t)->getOutput( input );
it_t++;
}
}
void CBrain::addField(CField *field)
{
_Fields.push_back( field );
}
void CBrain::addTree(CTree *tree)
{
_Trees.push_back( tree );
}
std::vector<std::string> CBrain::getOutputs()
{
std::vector<std::string> outputs;
std::vector<CTree *>::iterator it_t = _Trees.begin();
while ( it_t != _Trees.end() )
{
outputs.push_back( _Fields[ (*it_t)->getKey() ]->getName() );
it_t++;
}
return outputs;
}
void CBrain::build()
{
std::vector<CTree *>::iterator it_tree = _Trees.begin();
while ( it_tree != _Trees.end() )
{
(*it_tree)->rebuild( _Records, _Fields );
it_tree++;
}
_LastUpdate = 0;
}
std::string CBrain::getDebugString()
{
std::string debug_string;
std::vector<CTree *>::iterator it_tree = _Trees.begin();
while ( it_tree != _Trees.end() )
{
debug_string += (*it_tree)->getDebugString( _Records, _Fields );
debug_string += "\n";
it_tree++;
}
return debug_string;
}
void CBrain::forget()
{
while ( !_Records.empty() )
{
delete _Records.front();
_Records.erase( _Records.begin() );
}
}
void CBrain::addRecord(CRecord *record)
{
_Records.push_back( record );
_LastUpdate++;
if ( _LastUpdate > _UpdateEvery )
build();
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "brain.h"
CBrain::CBrain(float f,float a,float e,float ha,float hu) : CMood(f,a,e,ha,hu)
{
_UpdateEvery = 0;
}
CBrain::CBrain(CMood &personality) : CMood(personality)
{
_UpdateEvery = 0;
}
CBrain::CBrain(const CBrain &c) : CMood()
{
_Personality = c._Personality;
_RealTime = c._RealTime;
_UpdateEvery = c._UpdateEvery;
_LastUpdate = c._LastUpdate;
}
void CBrain::setUpdateEvery(int nb_cycles)
{
_UpdateEvery = nb_cycles;
}
float CBrain::getFear()
{
if ( _Personality.getFear() > _RealTime.getFear() )
return _Personality.getFear();
else
return _RealTime.getFear();
}
float CBrain::getAgressivity()
{
if ( _Personality.getAgressivity() > _RealTime.getAgressivity() )
return _Personality.getAgressivity();
else
return _RealTime.getAgressivity();
}
float CBrain::getEmpathy()
{
if ( _Personality.getEmpathy() > _RealTime.getEmpathy() )
return _Personality.getEmpathy();
else
return _RealTime.getEmpathy();
}
float CBrain::getHappiness()
{
if ( _Personality.getHappiness() > _RealTime.getHappiness() )
return _Personality.getHappiness();
else
return _RealTime.getHappiness();
}
float CBrain::getHunger()
{
if ( _Personality.getHunger() > _RealTime.getHunger() )
return _Personality.getHunger();
else
return _RealTime.getHunger();
}
void CBrain::setInput(CRecord *input)
{
std::vector<CTree *>::iterator it_t = _Trees.begin();
while ( it_t != _Trees.end() )
{
(*it_t)->getOutput( input );
it_t++;
}
}
void CBrain::addField(CField *field)
{
_Fields.push_back( field );
}
void CBrain::addTree(CTree *tree)
{
_Trees.push_back( tree );
}
std::vector<std::string> CBrain::getOutputs()
{
std::vector<std::string> outputs;
std::vector<CTree *>::iterator it_t = _Trees.begin();
while ( it_t != _Trees.end() )
{
outputs.push_back( _Fields[ (*it_t)->getKey() ]->getName() );
it_t++;
}
return outputs;
}
void CBrain::build()
{
std::vector<CTree *>::iterator it_tree = _Trees.begin();
while ( it_tree != _Trees.end() )
{
(*it_tree)->rebuild( _Records, _Fields );
it_tree++;
}
_LastUpdate = 0;
}
std::string CBrain::getDebugString()
{
std::string debug_string;
std::vector<CTree *>::iterator it_tree = _Trees.begin();
while ( it_tree != _Trees.end() )
{
debug_string += (*it_tree)->getDebugString( _Records, _Fields );
debug_string += "\n";
it_tree++;
}
return debug_string;
}
void CBrain::forget()
{
while ( !_Records.empty() )
{
delete _Records.front();
_Records.erase( _Records.begin() );
}
}
void CBrain::addRecord(CRecord *record)
{
_Records.push_back( record );
_LastUpdate++;
if ( _LastUpdate > _UpdateEvery )
build();
}

@ -1,69 +1,69 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_BRAIN_H_
#define NL_BRAIN_H_
#include "mood.h"
#include "attribute.h"
#include "tree.h"
#include "field.h"
#include <vector>
class CBrain : public CMood
{
private:
enum eType {
};
CMood _Personality;
CMood _RealTime;
std::vector<CTree *> _Trees;
std::vector<CField *> _Fields;
std::vector<CRecord *> _Records;
int _UpdateEvery;
int _LastUpdate;
public:
CBrain(float,float,float,float,float);
CBrain(CMood &);
CBrain(const CBrain &);
std::vector<std::string> getOutputs();
void addField(CField *);
void addTree(CTree *);
void setUpdateEvery(int);
virtual float getFear();
virtual float getAgressivity();
virtual float getEmpathy();
virtual float getHappiness();
virtual float getHunger();
void addRecord(CRecord *);
void setInput(CRecord *);
void build();
std::string getDebugString();
void forget();
};
#endif
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_BRAIN_H_
#define NL_BRAIN_H_
#include "mood.h"
#include "attribute.h"
#include "tree.h"
#include "field.h"
#include <vector>
class CBrain : public CMood
{
private:
enum eType {
};
CMood _Personality;
CMood _RealTime;
std::vector<CTree *> _Trees;
std::vector<CField *> _Fields;
std::vector<CRecord *> _Records;
int _UpdateEvery;
int _LastUpdate;
public:
CBrain(float,float,float,float,float);
CBrain(CMood &);
CBrain(const CBrain &);
std::vector<std::string> getOutputs();
void addField(CField *);
void addTree(CTree *);
void setUpdateEvery(int);
virtual float getFear();
virtual float getAgressivity();
virtual float getEmpathy();
virtual float getHappiness();
virtual float getHunger();
void addRecord(CRecord *);
void setInput(CRecord *);
void build();
std::string getDebugString();
void forget();
};
#endif

@ -1,45 +1,45 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "cond_node.h"
ICondNode::ICondNode()
{
}
ICondNode::ICondNode(CField *field, int key)
{
_Field = field;
_Key = key;
}
ICondNode::~ICondNode()
{
std::vector<INode *>::iterator it_n = _Nodes.begin();
//........
}
void ICondNode::setKey(int key)
{
_Key = key;
}
void ICondNode::addNode(INode *node)
{
_Nodes.push_back( node );
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "cond_node.h"
ICondNode::ICondNode()
{
}
ICondNode::ICondNode(CField *field, int key)
{
_Field = field;
_Key = key;
}
ICondNode::~ICondNode()
{
std::vector<INode *>::iterator it_n = _Nodes.begin();
//........
}
void ICondNode::setKey(int key)
{
_Key = key;
}
void ICondNode::addNode(INode *node)
{
_Nodes.push_back( node );
}

@ -1,136 +1,136 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_COND_NODE_H_
#define NL_COND_NODE_H_
#include <iostream>
#include "field.h"
#include "node.h"
#include "record.h"
class ICondNode : public INode
{
protected:
int _Key;
CField *_Field;
std::vector<INode *> _Nodes;
public:
ICondNode();
ICondNode(CField *, int);
~ICondNode();
void setKey(int);
void addNode(INode *);
};
template<class T> class CEqualNode : public ICondNode {
private:
std::vector<T> _Values;
public:
CEqualNode();
CEqualNode(CField *, int);
~CEqualNode();
virtual bool propagRecord(CRecord *);
};
template<class T> CEqualNode<T>::CEqualNode() : ICondNode()
{
}
template<class T> CEqualNode<T>::CEqualNode(CField *field, int key) : ICondNode(field, key)
{
}
template<class T> CEqualNode<T>::~CEqualNode()
{
}
template<class T> bool CEqualNode<T>::propagRecord(CRecord *record)
{
std::vector<IValue *>::const_iterator it_val = _Field->getPossibleValues().begin();
std::vector<IValue *>::const_iterator it_end = _Field->getPossibleValues().end();
int id_node = 0;
while ( it_val != it_end )
{
if ( ( (CValue<T> *) (*record)[ _Key ] )->getValue() == ( (CValue<T> *) (*it_val))->getValue() )
{
std::cout << std::endl << "EQUAL_NODE (" << _Field->getName() << _Key << " = " << ((CValue<T> *)(*it_val))->getValue() << " ) -> Node " << id_node << std::endl;
return _Nodes[id_node]->propagRecord( record );
}
id_node++;
it_val++;
}
return false;
}
/*
template<class T> class CInfNode : public ICondNode {
private:
T _Value;
public:
CInfNode();
~CInfNode();
virtual bool propagRecord(CRecord *);
};
template<class T> CInfNode<T>::CInfNode() : ICondNode()
{
}
template<class T> CInfNode<T>::~CInfNode()
{
}
template<class T> bool CInfNode<T>::propagRecord(CRecord *record)
{
if ( ( (CValue<T> *) (*record)[ _Key ] )->getValue() <= _Value )
return _TrueNode->propagRecord( record );
else
return _FalseNode->propagRecord( record );
}
template<class T> class CSupNode : public ICondNode {
private:
T _Value;
public:
CSupNode();
~CSupNode();
virtual bool propagRecord(CRecord *);
};
template<class T> CSupNode<T>::CSupNode() : ICondNode()
{
}
template<class T> CSupNode<T>::~CSupNode()
{
}
template<class T> bool CSupNode<T>::propagRecord(CRecord *record)
{
if ( ( (CValue<T> *) (*record)[ _Key ] )->getValue() >= _Value )
return _TrueNode->propagRecord( record );
else
return _FalseNode->propagRecord( record );
}
*/
#endif
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_COND_NODE_H_
#define NL_COND_NODE_H_
#include <iostream>
#include "field.h"
#include "node.h"
#include "record.h"
class ICondNode : public INode
{
protected:
int _Key;
CField *_Field;
std::vector<INode *> _Nodes;
public:
ICondNode();
ICondNode(CField *, int);
~ICondNode();
void setKey(int);
void addNode(INode *);
};
template<class T> class CEqualNode : public ICondNode {
private:
std::vector<T> _Values;
public:
CEqualNode();
CEqualNode(CField *, int);
~CEqualNode();
virtual bool propagRecord(CRecord *);
};
template<class T> CEqualNode<T>::CEqualNode() : ICondNode()
{
}
template<class T> CEqualNode<T>::CEqualNode(CField *field, int key) : ICondNode(field, key)
{
}
template<class T> CEqualNode<T>::~CEqualNode()
{
}
template<class T> bool CEqualNode<T>::propagRecord(CRecord *record)
{
std::vector<IValue *>::const_iterator it_val = _Field->getPossibleValues().begin();
std::vector<IValue *>::const_iterator it_end = _Field->getPossibleValues().end();
int id_node = 0;
while ( it_val != it_end )
{
if ( ( (CValue<T> *) (*record)[ _Key ] )->getValue() == ( (CValue<T> *) (*it_val))->getValue() )
{
std::cout << std::endl << "EQUAL_NODE (" << _Field->getName() << _Key << " = " << ((CValue<T> *)(*it_val))->getValue() << " ) -> Node " << id_node << std::endl;
return _Nodes[id_node]->propagRecord( record );
}
id_node++;
it_val++;
}
return false;
}
/*
template<class T> class CInfNode : public ICondNode {
private:
T _Value;
public:
CInfNode();
~CInfNode();
virtual bool propagRecord(CRecord *);
};
template<class T> CInfNode<T>::CInfNode() : ICondNode()
{
}
template<class T> CInfNode<T>::~CInfNode()
{
}
template<class T> bool CInfNode<T>::propagRecord(CRecord *record)
{
if ( ( (CValue<T> *) (*record)[ _Key ] )->getValue() <= _Value )
return _TrueNode->propagRecord( record );
else
return _FalseNode->propagRecord( record );
}
template<class T> class CSupNode : public ICondNode {
private:
T _Value;
public:
CSupNode();
~CSupNode();
virtual bool propagRecord(CRecord *);
};
template<class T> CSupNode<T>::CSupNode() : ICondNode()
{
}
template<class T> CSupNode<T>::~CSupNode()
{
}
template<class T> bool CSupNode<T>::propagRecord(CRecord *record)
{
if ( ( (CValue<T> *) (*record)[ _Key ] )->getValue() >= _Value )
return _TrueNode->propagRecord( record );
else
return _FalseNode->propagRecord( record );
}
*/
#endif

@ -1,154 +1,154 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "field.h"
#include "cond_node.h"
CField::CField()
{
_Name = std::string("<unnamed>");
}
CField::CField(std::string name)
{
_Name = name;
}
const std::vector<IValue *> &CField::getPossibleValues() const
{
return _PossibleValues;
}
void CField::addPossibleValue(IValue *value)
{
_PossibleValues.push_back( value );
}
CField::~CField()
{
std::vector<IValue *>::iterator it_val = _PossibleValues.begin();
while ( ! _PossibleValues.empty() )
{
delete _PossibleValues.front();
_PossibleValues.erase( _PossibleValues.begin() );
}
}
const std::string &CField::getName() const
{
return _Name;
}
/////////////////////////////////////////////////////////////////////////////////////////////
CBoolField::CBoolField() : CField()
{
_PossibleValues.push_back( new CValue<bool>(true) );
_PossibleValues.push_back( new CValue<bool>(false) );
}
CBoolField::CBoolField(std::string name) : CField( name )
{
_PossibleValues.push_back( new CValue<bool>(true) );
_PossibleValues.push_back( new CValue<bool>(false) );
}
ICondNode *CBoolField::createNode(int key, int pos, std::vector<CRecord *> &)
{
ICondNode *node = new CEqualNode<bool>(this, pos);
return node;
}
/////////////////////////////////////////////////////////////////////////////////////////////
CStringField::CStringField() : CField()
{
}
CStringField::CStringField(std::string name, std::vector<std::string> &values) : CField(name)
{
std::vector<std::string>::iterator it_val = values.begin();
while ( it_val != values.end() )
{
_PossibleValues.push_back( new CValue<std::string>( *it_val ) );
it_val++;
}
}
ICondNode *CStringField::createNode(int key, int pos, std::vector<CRecord *> &)
{
return new CEqualNode<std::string>(this, pos);
}
/////////////////////////////////////////////////////////////////////////////////////////////
CIntField::CIntField() : CField()
{
}
CIntField::CIntField(std::string name, std::vector<int> &values) : CField( name )
{
std::vector<int>::iterator it_val = values.begin();
while ( it_val != values.end() )
{
_PossibleValues.push_back( new CValue<int>( *it_val ) );
it_val++;
}
}
ICondNode *CIntField::createNode(int key, int pos, std::vector<CRecord *> &)
{
return new CEqualNode<int>(this, pos);
}
/////////////////////////////////////////////////////////////////////////////////////////////
/*
CRealField::CRealField() : CField()
{
}
CRealField::CRealField(std::string name, std::vector<double> &values) : CField( name )
{
std::vector<double>::iterator it_val = values.begin();
while ( it_val != values.end() )
{
_PossibleValues.push_back( new CValue<double>( *it_val ) );
it_val++;
}
}
ICondNode *CRealField::createNode(int key, int pos, std::vector<CRecord *> &)
{
return new CEqualNode<int>(this, pos);
}
void CRealField::computeRanges(int key, int pos, std::vector<CRecord *> &records)
{
int max_gain_attrib = -1;
double max_gain = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
it_r++;
}
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "field.h"
#include "cond_node.h"
CField::CField()
{
_Name = std::string("<unnamed>");
}
CField::CField(std::string name)
{
_Name = name;
}
const std::vector<IValue *> &CField::getPossibleValues() const
{
return _PossibleValues;
}
void CField::addPossibleValue(IValue *value)
{
_PossibleValues.push_back( value );
}
CField::~CField()
{
std::vector<IValue *>::iterator it_val = _PossibleValues.begin();
while ( ! _PossibleValues.empty() )
{
delete _PossibleValues.front();
_PossibleValues.erase( _PossibleValues.begin() );
}
}
const std::string &CField::getName() const
{
return _Name;
}
/////////////////////////////////////////////////////////////////////////////////////////////
CBoolField::CBoolField() : CField()
{
_PossibleValues.push_back( new CValue<bool>(true) );
_PossibleValues.push_back( new CValue<bool>(false) );
}
CBoolField::CBoolField(std::string name) : CField( name )
{
_PossibleValues.push_back( new CValue<bool>(true) );
_PossibleValues.push_back( new CValue<bool>(false) );
}
ICondNode *CBoolField::createNode(int key, int pos, std::vector<CRecord *> &)
{
ICondNode *node = new CEqualNode<bool>(this, pos);
return node;
}
/////////////////////////////////////////////////////////////////////////////////////////////
CStringField::CStringField() : CField()
{
}
CStringField::CStringField(std::string name, std::vector<std::string> &values) : CField(name)
{
std::vector<std::string>::iterator it_val = values.begin();
while ( it_val != values.end() )
{
_PossibleValues.push_back( new CValue<std::string>( *it_val ) );
it_val++;
}
}
ICondNode *CStringField::createNode(int key, int pos, std::vector<CRecord *> &)
{
return new CEqualNode<std::string>(this, pos);
}
/////////////////////////////////////////////////////////////////////////////////////////////
CIntField::CIntField() : CField()
{
}
CIntField::CIntField(std::string name, std::vector<int> &values) : CField( name )
{
std::vector<int>::iterator it_val = values.begin();
while ( it_val != values.end() )
{
_PossibleValues.push_back( new CValue<int>( *it_val ) );
it_val++;
}
}
ICondNode *CIntField::createNode(int key, int pos, std::vector<CRecord *> &)
{
return new CEqualNode<int>(this, pos);
}
/////////////////////////////////////////////////////////////////////////////////////////////
/*
CRealField::CRealField() : CField()
{
}
CRealField::CRealField(std::string name, std::vector<double> &values) : CField( name )
{
std::vector<double>::iterator it_val = values.begin();
while ( it_val != values.end() )
{
_PossibleValues.push_back( new CValue<double>( *it_val ) );
it_val++;
}
}
ICondNode *CRealField::createNode(int key, int pos, std::vector<CRecord *> &)
{
return new CEqualNode<int>(this, pos);
}
void CRealField::computeRanges(int key, int pos, std::vector<CRecord *> &records)
{
int max_gain_attrib = -1;
double max_gain = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
it_r++;
}
}
*/

@ -1,83 +1,83 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_FIELD_H_
#define NL_FIELD_H_
#include <vector>
#include "value.h"
class INode;
class ICondNode;
class CRecord;
class CField {
protected:
std::string _Name;
std::vector<IValue *> _PossibleValues;
public:
CField();
CField(std::string);
~CField();
virtual const std::vector<IValue *> &getPossibleValues() const;
virtual void addPossibleValue(IValue *);
virtual ICondNode *createNode(int, int, std::vector<CRecord *> &) = 0;
const std::string &getName() const;
};
//////////////////////////////////////////////////////////////////
class CBoolField : public CField {
public:
CBoolField();
CBoolField(std::string);
virtual ICondNode *createNode(int, int, std::vector<CRecord *> &);
};
//////////////////////////////////////////////////////////////////
class CStringField : public CField {
public:
CStringField();
CStringField(std::string, std::vector<std::string> &);
virtual ICondNode *createNode(int, int, std::vector<CRecord *> &);
};
//////////////////////////////////////////////////////////////////
class CIntField : public CField {
public:
CIntField();
CIntField(std::string, std::vector<int> &);
virtual ICondNode *createNode(int, int, std::vector<CRecord *> &);
};
//////////////////////////////////////////////////////////////////
class CRealField : public CField {
private:
std::vector<double> _Ranges;
void computeRanges();
public:
CRealField();
CRealField(std::string, std::vector<double> &);
virtual ICondNode *createNode(int, int, std::vector<CRecord *> &);
};
#endif
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_FIELD_H_
#define NL_FIELD_H_
#include <vector>
#include "value.h"
class INode;
class ICondNode;
class CRecord;
class CField {
protected:
std::string _Name;
std::vector<IValue *> _PossibleValues;
public:
CField();
CField(std::string);
~CField();
virtual const std::vector<IValue *> &getPossibleValues() const;
virtual void addPossibleValue(IValue *);
virtual ICondNode *createNode(int, int, std::vector<CRecord *> &) = 0;
const std::string &getName() const;
};
//////////////////////////////////////////////////////////////////
class CBoolField : public CField {
public:
CBoolField();
CBoolField(std::string);
virtual ICondNode *createNode(int, int, std::vector<CRecord *> &);
};
//////////////////////////////////////////////////////////////////
class CStringField : public CField {
public:
CStringField();
CStringField(std::string, std::vector<std::string> &);
virtual ICondNode *createNode(int, int, std::vector<CRecord *> &);
};
//////////////////////////////////////////////////////////////////
class CIntField : public CField {
public:
CIntField();
CIntField(std::string, std::vector<int> &);
virtual ICondNode *createNode(int, int, std::vector<CRecord *> &);
};
//////////////////////////////////////////////////////////////////
class CRealField : public CField {
private:
std::vector<double> _Ranges;
void computeRanges();
public:
CRealField();
CRealField(std::string, std::vector<double> &);
virtual ICondNode *createNode(int, int, std::vector<CRecord *> &);
};
#endif

@ -1,113 +1,113 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "mood.h"
CMood::CMood()
{
_Fear = 0;
_Agressivity = 0;
_Empathy = 0;
_Happiness = 0;
_Hunger = 0;
}
CMood::CMood(float f,float a,float e,float ha,float hu)
{
_Fear = f;
_Agressivity = a;
_Empathy = e;
_Happiness = ha;
_Hunger = hu;
}
CMood::CMood(const CMood &mood)
{
_Fear = mood._Fear;
_Agressivity = mood._Agressivity;
_Empathy = mood._Empathy;
_Happiness = mood._Happiness;
_Hunger = mood._Hunger;
}
CMood::~CMood()
{
}
CMood CMood::operator=(const CMood &mood)
{
_Fear = mood._Fear;
_Agressivity = mood._Agressivity;
_Empathy = mood._Empathy;
_Happiness = mood._Happiness;
_Hunger = mood._Hunger;
return *this;
}
float CMood::getFear()
{
return _Fear;
}
float CMood::getAgressivity()
{
return _Agressivity;
}
float CMood::getEmpathy()
{
return _Empathy;
}
float CMood::getHappiness()
{
return _Happiness;
}
float CMood::getHunger()
{
return _Hunger;
}
void CMood::setFear(float f)
{
_Fear = f;
}
void CMood::setAgressivity(float a)
{
_Agressivity = a;
}
void CMood::setEmpathy(float e)
{
_Empathy = e;
}
void CMood::setHappiness(float ha)
{
_Happiness = ha;
}
void CMood::setHunger(float hu)
{
_Hunger = hu;
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "mood.h"
CMood::CMood()
{
_Fear = 0;
_Agressivity = 0;
_Empathy = 0;
_Happiness = 0;
_Hunger = 0;
}
CMood::CMood(float f,float a,float e,float ha,float hu)
{
_Fear = f;
_Agressivity = a;
_Empathy = e;
_Happiness = ha;
_Hunger = hu;
}
CMood::CMood(const CMood &mood)
{
_Fear = mood._Fear;
_Agressivity = mood._Agressivity;
_Empathy = mood._Empathy;
_Happiness = mood._Happiness;
_Hunger = mood._Hunger;
}
CMood::~CMood()
{
}
CMood CMood::operator=(const CMood &mood)
{
_Fear = mood._Fear;
_Agressivity = mood._Agressivity;
_Empathy = mood._Empathy;
_Happiness = mood._Happiness;
_Hunger = mood._Hunger;
return *this;
}
float CMood::getFear()
{
return _Fear;
}
float CMood::getAgressivity()
{
return _Agressivity;
}
float CMood::getEmpathy()
{
return _Empathy;
}
float CMood::getHappiness()
{
return _Happiness;
}
float CMood::getHunger()
{
return _Hunger;
}
void CMood::setFear(float f)
{
_Fear = f;
}
void CMood::setAgressivity(float a)
{
_Agressivity = a;
}
void CMood::setEmpathy(float e)
{
_Empathy = e;
}
void CMood::setHappiness(float ha)
{
_Happiness = ha;
}
void CMood::setHunger(float hu)
{
_Hunger = hu;
}

@ -1,49 +1,49 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_MOOD_H_
#define NL_MOOD_H_
class CMood {
private:
float _Fear;
float _Agressivity;
float _Empathy;
float _Happiness;
float _Hunger;
public:
CMood();
CMood(float,float,float,float,float);
CMood(const CMood &);
~CMood();
CMood operator=(const CMood &);
virtual float getFear();
virtual float getAgressivity();
virtual float getEmpathy();
virtual float getHappiness();
virtual float getHunger();
void setFear(float);
void setAgressivity(float);
void setEmpathy(float);
void setHappiness(float);
void setHunger(float);
};
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_MOOD_H_
#define NL_MOOD_H_
class CMood {
private:
float _Fear;
float _Agressivity;
float _Empathy;
float _Happiness;
float _Hunger;
public:
CMood();
CMood(float,float,float,float,float);
CMood(const CMood &);
~CMood();
CMood operator=(const CMood &);
virtual float getFear();
virtual float getAgressivity();
virtual float getEmpathy();
virtual float getHappiness();
virtual float getHunger();
void setFear(float);
void setAgressivity(float);
void setEmpathy(float);
void setHappiness(float);
void setHunger(float);
};
#endif

@ -1,26 +1,26 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "record.h"
#include "node.h"
INode::INode()
{
}
INode::~INode()
{
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "record.h"
#include "node.h"
INode::INode()
{
}
INode::~INode()
{
}

@ -1,30 +1,30 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_NODE_H_
#define NL_NODE_H_
class CRecord;
class INode
{
public:
INode();
~INode();
virtual bool propagRecord(CRecord *) = 0;
};
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_NODE_H_
#define NL_NODE_H_
class CRecord;
class INode
{
public:
INode();
~INode();
virtual bool propagRecord(CRecord *) = 0;
};
#endif

@ -1,72 +1,72 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "record.h"
CRecord::CRecord()
{
}
CRecord::CRecord(std::vector<IValue *> &)
{
}
CRecord::~CRecord()
{
/* std::vector<IValue *>::iterator it_val = _Values.begin();
while ( it_val != _Values.end() )
{
IValue *val = *it_val;
it_val++;
delete val;
}
*/
}
void CRecord::addValue(IValue *value)
{
_Values.push_back( value );
}
void CRecord::addValue(std::string &str)
{
_Values.push_back( new CValue<std::string>(str) );
}
void CRecord::addValue(bool b)
{
_Values.push_back( new CValue<bool>(b) );
}
void CRecord::addValue(int val)
{
_Values.push_back( new CValue<int>(val) );
}
const std::vector<IValue *> &CRecord::getValues()
{
return _Values;
}
const IValue *CRecord::operator[](int index)
{
return _Values[index];
}
int CRecord::size()
{
return (int)_Values.size();
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "record.h"
CRecord::CRecord()
{
}
CRecord::CRecord(std::vector<IValue *> &)
{
}
CRecord::~CRecord()
{
/* std::vector<IValue *>::iterator it_val = _Values.begin();
while ( it_val != _Values.end() )
{
IValue *val = *it_val;
it_val++;
delete val;
}
*/
}
void CRecord::addValue(IValue *value)
{
_Values.push_back( value );
}
void CRecord::addValue(std::string &str)
{
_Values.push_back( new CValue<std::string>(str) );
}
void CRecord::addValue(bool b)
{
_Values.push_back( new CValue<bool>(b) );
}
void CRecord::addValue(int val)
{
_Values.push_back( new CValue<int>(val) );
}
const std::vector<IValue *> &CRecord::getValues()
{
return _Values;
}
const IValue *CRecord::operator[](int index)
{
return _Values[index];
}
int CRecord::size()
{
return (int)_Values.size();
}

@ -1,42 +1,42 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include <vector>
#include "value.h"
#ifndef NL_RECORD_H_
#define NL_RECORD_H_
class CRecord {
private:
std::vector<IValue *> _Values;
public:
CRecord();
CRecord(std::vector<IValue *> &);
~CRecord();
const std::vector<IValue *> &getValues();
void addValue(IValue *);
void addValue(std::string &);
void addValue(bool);
void addValue(int);
int size();
virtual const IValue *operator[](int);
};
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include <vector>
#include "value.h"
#ifndef NL_RECORD_H_
#define NL_RECORD_H_
class CRecord {
private:
std::vector<IValue *> _Values;
public:
CRecord();
CRecord(std::vector<IValue *> &);
~CRecord();
const std::vector<IValue *> &getValues();
void addValue(IValue *);
void addValue(std::string &);
void addValue(bool);
void addValue(int);
int size();
virtual const IValue *operator[](int);
};
#endif

@ -1,37 +1,37 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "result_node.h"
#include <iostream>
CResultNode::CResultNode()
{
}
CResultNode::CResultNode(bool value)
{
_Value = value;
}
CResultNode::~CResultNode()
{
}
bool CResultNode::propagRecord(CRecord *record)
{
std::cout << "RESULTNODE: " << _Value << std::endl;
return _Value;
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "result_node.h"
#include <iostream>
CResultNode::CResultNode()
{
}
CResultNode::CResultNode(bool value)
{
_Value = value;
}
CResultNode::~CResultNode()
{
}
bool CResultNode::propagRecord(CRecord *record)
{
std::cout << "RESULTNODE: " << _Value << std::endl;
return _Value;
}

@ -1,32 +1,32 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_RESULT_NODE_H_
#define NL_RESULT_NODE_H_
#include "node.h"
class CResultNode : public INode {
private:
bool _Value;
public:
CResultNode();
CResultNode(bool);
~CResultNode();
virtual bool propagRecord(CRecord *);
};
#endif
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_RESULT_NODE_H_
#define NL_RESULT_NODE_H_
#include "node.h"
class CResultNode : public INode {
private:
bool _Value;
public:
CResultNode();
CResultNode(bool);
~CResultNode();
virtual bool propagRecord(CRecord *);
};
#endif

@ -1,250 +1,250 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "attribute.h"
#include "node.h"
#include "brain.h"
#include "tree.h"
#include "value.h"
#include "cond_node.h"
#include "result_node.h"
#include <iostream>
#include <valarray>
#include <math.h>
void test1()
{
CBrain brain(10,10,10,10,10);
CTree tree;
CBoolField viande("Viande");
CBoolField grand("Grand");
CBoolField bon("Bon");
std::vector<std::string> vals_couleur;
vals_couleur.push_back(std::string("Vert"));
vals_couleur.push_back(std::string("Rouge"));
CStringField couleur(std::string("Couleur"), vals_couleur);
brain.addField(&viande);
brain.addField(&grand);
brain.addField(&bon);
brain.addField( (CField *) &couleur);
tree.setKey(2);
brain.addTree( &tree );
CValue<bool> val1(true);
CValue<bool> val2(false);
CValue<std::string> val3("Vert");
CValue<std::string> val4("Rouge");
CValue<std::string> val5("Orange");
CRecord r1;
r1.addValue( &val1);
r1.addValue( &val1);
r1.addValue( &val1 );
r1.addValue( &val4 );
CRecord r2;
r2.addValue( &val2);
r2.addValue( &val2);
r2.addValue( &val2 );
r2.addValue( &val4 );
CRecord r3;
r3.addValue( &val1 );
r3.addValue( &val1 );
r3.addValue( &val1 );
r3.addValue( &val3 );
CRecord r4;
r4.addValue( &val2);
r4.addValue( &val2);
r4.addValue( &val2);
r4.addValue( &val5);
CRecord r5;
r5.addValue( &val2 );
r5.addValue( &val2 );
r5.addValue( &val2 );
r5.addValue( &val3);
CRecord r6;
r6.addValue( &val2 );
r6.addValue( &val1 );
r6.addValue( &val2 );
r6.addValue( &val4 );
CRecord r7;
r7.addValue( &val1 );
r7.addValue( &val2 );
r7.addValue( &val2 );
r7.addValue( &val3 );
CRecord r8;
r8.addValue( &val1 );
r8.addValue( &val1 );
r8.addValue( &val1 );
r8.addValue( &val3 );
CRecord r9;
r9.addValue( &val1 );
r9.addValue( &val1 );
r9.addValue( &val1 );
r9.addValue( &val3 );
CRecord r10;
r10.addValue( &val2 );
r10.addValue( &val1 );
r10.addValue( &val2 );
r10.addValue( &val4 );
brain.setInput(&r1);
brain.setInput(&r2);
brain.setInput(&r3);
brain.setInput(&r4);
brain.setInput(&r5);
brain.setInput(&r6);
brain.setInput(&r7);
brain.setInput(&r8);
brain.setInput(&r9);
brain.setInput(&r10);
brain.build();
std::cout << brain.getDebugString();
brain.setInput(&r7);
}
void test2()
{
std::string age_old("old");
std::string age_mid("mid");
std::string age_new("new");
std::vector<std::string> vals_age;
vals_age.push_back( age_old );
vals_age.push_back( age_mid );
vals_age.push_back( age_new );
CStringField age(std::string("AGE"), vals_age);
CValue<bool> val_true(true);
CValue<bool> val_false(false);
CBoolField competition(std::string("Competition"));
std::string type_swr("swr");
std::string type_hwr("hwr");
std::vector<std::string> vals_type;
vals_type.push_back( type_swr );
vals_type.push_back( type_hwr );
CStringField type(std::string("TYPE"), vals_type);
CBoolField profit("Profit");
CBrain brain(10,10,10,10,10);
CTree tree;
brain.addField( &age );
brain.addField( &competition );
brain.addField( &type );
brain.addField( &profit );
tree.setKey( 3 );
brain.addTree( &tree );
CRecord r1;
r1.addValue( age_old );
r1.addValue( &val_true );
r1.addValue( type_swr );
r1.addValue( &val_false );
brain.addRecord( &r1 );
CRecord r2;
r2.addValue( age_old );
r2.addValue( &val_false );
r2.addValue( type_swr );
r2.addValue( &val_false );
brain.addRecord( &r2 );
CRecord r3;
r3.addValue( age_old );
r3.addValue( &val_false );
r3.addValue( type_hwr );
r3.addValue( &val_false );
brain.addRecord( &r3 );
CRecord r4;
r4.addValue( age_mid );
r4.addValue( &val_true );
r4.addValue( type_swr );
r4.addValue( &val_false );
brain.addRecord( &r4 );
CRecord r5;
r5.addValue( age_mid );
r5.addValue( &val_true );
r5.addValue( type_hwr );
r5.addValue( &val_false );
brain.addRecord( &r5 );
CRecord r6;
r6.addValue( age_mid );
r6.addValue( &val_false );
r6.addValue( type_hwr );
r6.addValue( &val_true );
brain.addRecord( &r6 );
CRecord r7;
r7.addValue( age_mid );
r7.addValue( &val_false );
r7.addValue( type_swr );
r7.addValue( &val_true );
brain.addRecord( &r7 );
CRecord r8;
r8.addValue( age_new );
r8.addValue( &val_true );
r8.addValue( type_swr );
r8.addValue( &val_true );
brain.addRecord( &r8 );
CRecord r9;
r9.addValue( age_new );
r9.addValue( &val_false );
r9.addValue( type_hwr );
r9.addValue( &val_true );
brain.addRecord( &r9 );
CRecord r10;
r10.addValue( age_new );
r10.addValue( &val_false );
r10.addValue( type_swr );
r10.addValue( &val_true );
brain.addRecord( &r10 );
brain.build();
brain.setInput( &r5 );
}
int main(int, char *[])
{
test2();
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "attribute.h"
#include "node.h"
#include "brain.h"
#include "tree.h"
#include "value.h"
#include "cond_node.h"
#include "result_node.h"
#include <iostream>
#include <valarray>
#include <math.h>
void test1()
{
CBrain brain(10,10,10,10,10);
CTree tree;
CBoolField viande("Viande");
CBoolField grand("Grand");
CBoolField bon("Bon");
std::vector<std::string> vals_couleur;
vals_couleur.push_back(std::string("Vert"));
vals_couleur.push_back(std::string("Rouge"));
CStringField couleur(std::string("Couleur"), vals_couleur);
brain.addField(&viande);
brain.addField(&grand);
brain.addField(&bon);
brain.addField( (CField *) &couleur);
tree.setKey(2);
brain.addTree( &tree );
CValue<bool> val1(true);
CValue<bool> val2(false);
CValue<std::string> val3("Vert");
CValue<std::string> val4("Rouge");
CValue<std::string> val5("Orange");
CRecord r1;
r1.addValue( &val1);
r1.addValue( &val1);
r1.addValue( &val1 );
r1.addValue( &val4 );
CRecord r2;
r2.addValue( &val2);
r2.addValue( &val2);
r2.addValue( &val2 );
r2.addValue( &val4 );
CRecord r3;
r3.addValue( &val1 );
r3.addValue( &val1 );
r3.addValue( &val1 );
r3.addValue( &val3 );
CRecord r4;
r4.addValue( &val2);
r4.addValue( &val2);
r4.addValue( &val2);
r4.addValue( &val5);
CRecord r5;
r5.addValue( &val2 );
r5.addValue( &val2 );
r5.addValue( &val2 );
r5.addValue( &val3);
CRecord r6;
r6.addValue( &val2 );
r6.addValue( &val1 );
r6.addValue( &val2 );
r6.addValue( &val4 );
CRecord r7;
r7.addValue( &val1 );
r7.addValue( &val2 );
r7.addValue( &val2 );
r7.addValue( &val3 );
CRecord r8;
r8.addValue( &val1 );
r8.addValue( &val1 );
r8.addValue( &val1 );
r8.addValue( &val3 );
CRecord r9;
r9.addValue( &val1 );
r9.addValue( &val1 );
r9.addValue( &val1 );
r9.addValue( &val3 );
CRecord r10;
r10.addValue( &val2 );
r10.addValue( &val1 );
r10.addValue( &val2 );
r10.addValue( &val4 );
brain.setInput(&r1);
brain.setInput(&r2);
brain.setInput(&r3);
brain.setInput(&r4);
brain.setInput(&r5);
brain.setInput(&r6);
brain.setInput(&r7);
brain.setInput(&r8);
brain.setInput(&r9);
brain.setInput(&r10);
brain.build();
std::cout << brain.getDebugString();
brain.setInput(&r7);
}
void test2()
{
std::string age_old("old");
std::string age_mid("mid");
std::string age_new("new");
std::vector<std::string> vals_age;
vals_age.push_back( age_old );
vals_age.push_back( age_mid );
vals_age.push_back( age_new );
CStringField age(std::string("AGE"), vals_age);
CValue<bool> val_true(true);
CValue<bool> val_false(false);
CBoolField competition(std::string("Competition"));
std::string type_swr("swr");
std::string type_hwr("hwr");
std::vector<std::string> vals_type;
vals_type.push_back( type_swr );
vals_type.push_back( type_hwr );
CStringField type(std::string("TYPE"), vals_type);
CBoolField profit("Profit");
CBrain brain(10,10,10,10,10);
CTree tree;
brain.addField( &age );
brain.addField( &competition );
brain.addField( &type );
brain.addField( &profit );
tree.setKey( 3 );
brain.addTree( &tree );
CRecord r1;
r1.addValue( age_old );
r1.addValue( &val_true );
r1.addValue( type_swr );
r1.addValue( &val_false );
brain.addRecord( &r1 );
CRecord r2;
r2.addValue( age_old );
r2.addValue( &val_false );
r2.addValue( type_swr );
r2.addValue( &val_false );
brain.addRecord( &r2 );
CRecord r3;
r3.addValue( age_old );
r3.addValue( &val_false );
r3.addValue( type_hwr );
r3.addValue( &val_false );
brain.addRecord( &r3 );
CRecord r4;
r4.addValue( age_mid );
r4.addValue( &val_true );
r4.addValue( type_swr );
r4.addValue( &val_false );
brain.addRecord( &r4 );
CRecord r5;
r5.addValue( age_mid );
r5.addValue( &val_true );
r5.addValue( type_hwr );
r5.addValue( &val_false );
brain.addRecord( &r5 );
CRecord r6;
r6.addValue( age_mid );
r6.addValue( &val_false );
r6.addValue( type_hwr );
r6.addValue( &val_true );
brain.addRecord( &r6 );
CRecord r7;
r7.addValue( age_mid );
r7.addValue( &val_false );
r7.addValue( type_swr );
r7.addValue( &val_true );
brain.addRecord( &r7 );
CRecord r8;
r8.addValue( age_new );
r8.addValue( &val_true );
r8.addValue( type_swr );
r8.addValue( &val_true );
brain.addRecord( &r8 );
CRecord r9;
r9.addValue( age_new );
r9.addValue( &val_false );
r9.addValue( type_hwr );
r9.addValue( &val_true );
brain.addRecord( &r9 );
CRecord r10;
r10.addValue( age_new );
r10.addValue( &val_false );
r10.addValue( type_swr );
r10.addValue( &val_true );
brain.addRecord( &r10 );
brain.build();
brain.setInput( &r5 );
}
int main(int, char *[])
{
test2();
}

@ -1,408 +1,408 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include <valarray>
#include <map>
#include <stdio.h>
#include <iostream>
#include <algorithm>
#include "tree.h"
#include "cond_node.h"
#include "result_node.h"
CTree::CTree()
{
_RootNode = NULL;
}
CTree::~CTree()
{
if ( _RootNode != NULL )
delete _RootNode;
}
void CTree::setKey(int key)
{
_Key = key;
}
int CTree::getKey()
{
return _Key;
}
bool CTree::getOutput(CRecord *input)
{
if ( _RootNode != NULL )
return _RootNode->propagRecord( input );
else
return false;
}
int CTree::getNbRecords(std::vector<CRecord *> &records,int key, IValue *value) //
{
int nb = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
if ( *((**it_r)[key]) == value )
nb++;
it_r++;
}
return nb;
}
double CTree::log2(double val) const
{
return (log(val) / log(2.0));
}
double CTree::entropy(double a, double b) const
{
double p1;
double p2;
if ( a > 0 )
p1 = a * log2(a);
else
p1 = 0;
if ( b > 0 )
p2 = b * log2(b);
else
p2 = 0;
return ( p1 + p2 ) * -1;
}
double CTree::entropy(std::vector<double> &p) const
{
double result = 0;
std::vector<double>::iterator it_p = p.begin();
while ( it_p != p.end() )
{
double val = *it_p;
if ( val > 0 )
result = result + val * log2( val );
it_p++;
}
return result * -1;
}
double CTree::gain(std::vector<CRecord *> &records, int attrib, CField *field)
{
int nb_values = (int)field->getPossibleValues().size();
int nb_records = (int)records.size();
CValue<bool> bool_true(true);
double nb_key_true = getNbRecords(records, _Key, &bool_true );
double nb_key_false = nb_records - nb_key_true;
double entropy_records = entropy( nb_key_true / nb_records, nb_key_false / nb_records );
double gain = entropy_records;
int i;
for ( i = 0; i < nb_values; i++ )
{
IValue *val = field->getPossibleValues()[i];
int nb_records_val, nb_records_notval;
splitRecords(records, attrib, val, nb_records_val, nb_records_notval );
int nb_records_val_key, nb_records_val_notkey;
splitRecords(records, attrib, val, true, nb_records_val_key, nb_records_val_notkey );
double entropy_val = entropy( ((double)nb_records_val_key) / ((double)nb_records_val), ((double)nb_records_val_notkey) / ((double)nb_records_val) );
gain = gain - ( ( (double)nb_records_val ) / ( (double) nb_records ) * entropy_val );
}
return gain;
}
std::vector<std::pair<double,int> > CTree::getSortedFields( std::vector<int> &attributes, std::vector<CRecord *> &records, std::vector<CField *> &fields )
{
std::vector<std::pair<double,int> > attribs;
if ( ! records.empty() )
{
std::vector<int>::iterator it_a = attributes.begin();
while ( it_a != attributes.end() )
{
if ( (*it_a) != _Key )
attribs.push_back( std::pair<double,int>( gain(records, (*it_a), fields[*it_a] ) , (*it_a) ) );
it_a++;
}
}
// Sorts the records by gain
std::sort(attribs.begin(), attribs.end(), greater() );
std::vector<std::pair<double,int> >::iterator it_f = attribs.begin();
std::cout << "Attributes(gain) :" << std::endl;
while ( it_f != attribs.end() )
{
std::cout << " " << fields[ (*it_f).second ]->getName() << " (" << (*it_f).first << ") " << std::endl;
it_f++;
}
std::cout << std::endl;
return attribs;
}
// Looks for the attrib with the most gain
int CTree::getBestAttrib( std::vector<int> &attributes, std::vector<CRecord *> &records, std::vector<CField *> &fields )
{
double tmp_gain;
double max_gain = 0;
int best_attrib = -1;
std::cout << "Attributes(gain) :" << std::endl;
if ( ! records.empty() )
{
std::vector<int>::iterator it_a = attributes.begin();
while ( it_a != attributes.end() )
{
if ( (*it_a) != _Key )
{
tmp_gain = gain( records, *it_a, fields[ *it_a ] );
std::cout << " " << fields[ *it_a ]->getName() << " (" << tmp_gain << ") " << std::endl;
if ( tmp_gain >= max_gain )
{
max_gain = tmp_gain;
best_attrib = *it_a;
}
}
it_a++;
}
}
return best_attrib;
}
void CTree::rebuild(std::vector<CRecord *> &records, std::vector<CField *> &fields)
{
std::vector<int> left_fields;
CRecord *first = *records.begin();
for (int i = 0; i < first->size(); i++ )
if ( i != _Key )
left_fields.push_back( i );
_RootNode = ID3( left_fields, records, fields );
}
float CTree::findNumKeyValue(std::vector<CRecord *> &records, int key)
{
float sum_true = 0;
float nb_true = 0;
float sum_false = 0;
float nb_false = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
bool result = ((CValue<bool> *)(**it_r)[ _Key ])->getValue();
if ( result == true )
{
sum_true += ((CValue<int> *)(**it_r)[ key ])->getValue();
nb_true ++;
}
else
{
sum_false += ((CValue<int> *)(**it_r)[ key ])->getValue();
nb_false ++;
}
it_r++;
}
return ( sum_true / nb_true + sum_false / nb_false ) / 2;
}
std::string CTree::getDebugString(std::vector<CRecord *> &records, std::vector<CField *> &fields)
{
std::string output;
output += "CTree KEY = ";
output += fields[ _Key ]->getName();
return output;
}
INode *CTree::ID3(std::vector<int> &attributes, std::vector<CRecord *> &records, std::vector<CField *> &fields)
{
if ( records.empty() )
{
return new CResultNode( false );
}
else
{
// If there is no attribute left and the records don't have the same key value,
// returns a result node with the most frequent key value
if ( attributes.empty() )
{
int nb_key_true;
int nb_key_false;
splitRecords( records, _Key , nb_key_true, nb_key_false );
if ( nb_key_true > nb_key_false )
return new CResultNode( true );
else
return new CResultNode( false );
}
// Tests if all records have the same key value, if so returns a result node with this key value.
int nb_records = (int)records.size();
int nb_key_true;
int nb_key_false;
splitRecords( records, _Key , nb_key_true, nb_key_false );
if ( nb_key_true == nb_records )
return new CResultNode( true );
if ( nb_key_false == nb_records )
return new CResultNode( false );
// Gets the attribute with the most gain for the current record set,
// and recursively builds the subnodes corresponding to each
// possible value for this attribute.
int best_gain_attrib = getBestAttrib( attributes, records, fields );
std::vector< std::vector<CRecord *> > sorted_records;
splitRecords( records, best_gain_attrib, fields, sorted_records ); // classifies the records depending on the value of the best gain attribute
std::vector<int> new_attribs;
for ( int i = 0; i < (int) attributes.size(); i++ ) // Creates a new attributes list from the current attributes list with the best gain attribute removed
if ( attributes[i] != best_gain_attrib )
new_attribs.push_back( attributes[i] );
ICondNode *root_node = fields[best_gain_attrib]->createNode(_Key, best_gain_attrib, records);
std::vector< std::vector<CRecord *> >::iterator it = sorted_records.begin(); // Constructs subnodes recursively
while ( it != sorted_records.end() )
{
root_node->addNode( ID3( new_attribs, *it, fields ) );
it++;
}
return root_node;
}
}
std::vector<CRecord *> CTree::getRecords(std::vector<CRecord *> &records, int attrib, bool value)
{
std::vector<CRecord *> result;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
if ( ((CValue<bool> *)(**it_r)[attrib])->getValue() == value )
result.push_back( *it_r );
it_r++;
}
return result;
}
void CTree::splitRecords(std::vector<CRecord *> &records, int attrib, int &true_records, int &false_records) //
{
true_records = 0;
false_records = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
if ( ((CValue<bool> *)(**it_r)[attrib])->getValue() == true )
true_records++;
else
false_records++;
it_r++;
}
}
void CTree::splitRecords(std::vector<CRecord *> &records, int attrib, IValue *val, int &true_records, int &false_records) //
{
true_records = 0;
false_records = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
const IValue *left_val = (**it_r)[ attrib ];
if ( ( *left_val ) == val )
true_records++;
else
false_records++;
it_r++;
}
}
// count records with a certain value for an attrib and true or false for the key attrib
void CTree::splitRecords(std::vector<CRecord *> &records, int attrib, IValue *val, bool key, int &true_records, int &false_records) //
{
true_records = 0;
false_records = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
if ( (* ( (**it_r)[attrib] ) ) == val )
{
if ( ( (CValue<bool> *) (**it_r)[ _Key ] )->getValue() == key )
true_records++;
else
false_records++;
}
it_r++;
}
}
// Sorts records according to the possibles values for an attribute.
void CTree::splitRecords( std::vector<CRecord *> &records, int attrib, std::vector<CField *> &fields, std::vector< std::vector<CRecord *> > &result) //
{
if ( result.size() < fields[attrib]->getPossibleValues().size() )
{
int nb_missing = (int)(fields[attrib]->getPossibleValues().size() - result.size());
for (int i = 0; i <= nb_missing; i++ )
{
result.push_back( std::vector<CRecord *>() );
}
}
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
std::vector<IValue *>::const_iterator it_vp = fields[attrib]->getPossibleValues().begin();
std::vector< std::vector<CRecord *> >::iterator it = result.begin();
int id_val = 0;
while ( it_vp != fields[attrib]->getPossibleValues().end() )
{
const IValue *left_value = (**it_r)[attrib];
IValue *right_value = *it_vp;
if ( (*left_value) == right_value )
(*it).push_back( *it_r );
it_vp++;
it++;
}
it_r++;
}
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include <valarray>
#include <map>
#include <stdio.h>
#include <iostream>
#include <algorithm>
#include "tree.h"
#include "cond_node.h"
#include "result_node.h"
CTree::CTree()
{
_RootNode = NULL;
}
CTree::~CTree()
{
if ( _RootNode != NULL )
delete _RootNode;
}
void CTree::setKey(int key)
{
_Key = key;
}
int CTree::getKey()
{
return _Key;
}
bool CTree::getOutput(CRecord *input)
{
if ( _RootNode != NULL )
return _RootNode->propagRecord( input );
else
return false;
}
int CTree::getNbRecords(std::vector<CRecord *> &records,int key, IValue *value) //
{
int nb = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
if ( *((**it_r)[key]) == value )
nb++;
it_r++;
}
return nb;
}
double CTree::log2(double val) const
{
return (log(val) / log(2.0));
}
double CTree::entropy(double a, double b) const
{
double p1;
double p2;
if ( a > 0 )
p1 = a * log2(a);
else
p1 = 0;
if ( b > 0 )
p2 = b * log2(b);
else
p2 = 0;
return ( p1 + p2 ) * -1;
}
double CTree::entropy(std::vector<double> &p) const
{
double result = 0;
std::vector<double>::iterator it_p = p.begin();
while ( it_p != p.end() )
{
double val = *it_p;
if ( val > 0 )
result = result + val * log2( val );
it_p++;
}
return result * -1;
}
double CTree::gain(std::vector<CRecord *> &records, int attrib, CField *field)
{
int nb_values = (int)field->getPossibleValues().size();
int nb_records = (int)records.size();
CValue<bool> bool_true(true);
double nb_key_true = getNbRecords(records, _Key, &bool_true );
double nb_key_false = nb_records - nb_key_true;
double entropy_records = entropy( nb_key_true / nb_records, nb_key_false / nb_records );
double gain = entropy_records;
int i;
for ( i = 0; i < nb_values; i++ )
{
IValue *val = field->getPossibleValues()[i];
int nb_records_val, nb_records_notval;
splitRecords(records, attrib, val, nb_records_val, nb_records_notval );
int nb_records_val_key, nb_records_val_notkey;
splitRecords(records, attrib, val, true, nb_records_val_key, nb_records_val_notkey );
double entropy_val = entropy( ((double)nb_records_val_key) / ((double)nb_records_val), ((double)nb_records_val_notkey) / ((double)nb_records_val) );
gain = gain - ( ( (double)nb_records_val ) / ( (double) nb_records ) * entropy_val );
}
return gain;
}
std::vector<std::pair<double,int> > CTree::getSortedFields( std::vector<int> &attributes, std::vector<CRecord *> &records, std::vector<CField *> &fields )
{
std::vector<std::pair<double,int> > attribs;
if ( ! records.empty() )
{
std::vector<int>::iterator it_a = attributes.begin();
while ( it_a != attributes.end() )
{
if ( (*it_a) != _Key )
attribs.push_back( std::pair<double,int>( gain(records, (*it_a), fields[*it_a] ) , (*it_a) ) );
it_a++;
}
}
// Sorts the records by gain
std::sort(attribs.begin(), attribs.end(), greater() );
std::vector<std::pair<double,int> >::iterator it_f = attribs.begin();
std::cout << "Attributes(gain) :" << std::endl;
while ( it_f != attribs.end() )
{
std::cout << " " << fields[ (*it_f).second ]->getName() << " (" << (*it_f).first << ") " << std::endl;
it_f++;
}
std::cout << std::endl;
return attribs;
}
// Looks for the attrib with the most gain
int CTree::getBestAttrib( std::vector<int> &attributes, std::vector<CRecord *> &records, std::vector<CField *> &fields )
{
double tmp_gain;
double max_gain = 0;
int best_attrib = -1;
std::cout << "Attributes(gain) :" << std::endl;
if ( ! records.empty() )
{
std::vector<int>::iterator it_a = attributes.begin();
while ( it_a != attributes.end() )
{
if ( (*it_a) != _Key )
{
tmp_gain = gain( records, *it_a, fields[ *it_a ] );
std::cout << " " << fields[ *it_a ]->getName() << " (" << tmp_gain << ") " << std::endl;
if ( tmp_gain >= max_gain )
{
max_gain = tmp_gain;
best_attrib = *it_a;
}
}
it_a++;
}
}
return best_attrib;
}
void CTree::rebuild(std::vector<CRecord *> &records, std::vector<CField *> &fields)
{
std::vector<int> left_fields;
CRecord *first = *records.begin();
for (int i = 0; i < first->size(); i++ )
if ( i != _Key )
left_fields.push_back( i );
_RootNode = ID3( left_fields, records, fields );
}
float CTree::findNumKeyValue(std::vector<CRecord *> &records, int key)
{
float sum_true = 0;
float nb_true = 0;
float sum_false = 0;
float nb_false = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
bool result = ((CValue<bool> *)(**it_r)[ _Key ])->getValue();
if ( result == true )
{
sum_true += ((CValue<int> *)(**it_r)[ key ])->getValue();
nb_true ++;
}
else
{
sum_false += ((CValue<int> *)(**it_r)[ key ])->getValue();
nb_false ++;
}
it_r++;
}
return ( sum_true / nb_true + sum_false / nb_false ) / 2;
}
std::string CTree::getDebugString(std::vector<CRecord *> &records, std::vector<CField *> &fields)
{
std::string output;
output += "CTree KEY = ";
output += fields[ _Key ]->getName();
return output;
}
INode *CTree::ID3(std::vector<int> &attributes, std::vector<CRecord *> &records, std::vector<CField *> &fields)
{
if ( records.empty() )
{
return new CResultNode( false );
}
else
{
// If there is no attribute left and the records don't have the same key value,
// returns a result node with the most frequent key value
if ( attributes.empty() )
{
int nb_key_true;
int nb_key_false;
splitRecords( records, _Key , nb_key_true, nb_key_false );
if ( nb_key_true > nb_key_false )
return new CResultNode( true );
else
return new CResultNode( false );
}
// Tests if all records have the same key value, if so returns a result node with this key value.
int nb_records = (int)records.size();
int nb_key_true;
int nb_key_false;
splitRecords( records, _Key , nb_key_true, nb_key_false );
if ( nb_key_true == nb_records )
return new CResultNode( true );
if ( nb_key_false == nb_records )
return new CResultNode( false );
// Gets the attribute with the most gain for the current record set,
// and recursively builds the subnodes corresponding to each
// possible value for this attribute.
int best_gain_attrib = getBestAttrib( attributes, records, fields );
std::vector< std::vector<CRecord *> > sorted_records;
splitRecords( records, best_gain_attrib, fields, sorted_records ); // classifies the records depending on the value of the best gain attribute
std::vector<int> new_attribs;
for ( int i = 0; i < (int) attributes.size(); i++ ) // Creates a new attributes list from the current attributes list with the best gain attribute removed
if ( attributes[i] != best_gain_attrib )
new_attribs.push_back( attributes[i] );
ICondNode *root_node = fields[best_gain_attrib]->createNode(_Key, best_gain_attrib, records);
std::vector< std::vector<CRecord *> >::iterator it = sorted_records.begin(); // Constructs subnodes recursively
while ( it != sorted_records.end() )
{
root_node->addNode( ID3( new_attribs, *it, fields ) );
it++;
}
return root_node;
}
}
std::vector<CRecord *> CTree::getRecords(std::vector<CRecord *> &records, int attrib, bool value)
{
std::vector<CRecord *> result;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
if ( ((CValue<bool> *)(**it_r)[attrib])->getValue() == value )
result.push_back( *it_r );
it_r++;
}
return result;
}
void CTree::splitRecords(std::vector<CRecord *> &records, int attrib, int &true_records, int &false_records) //
{
true_records = 0;
false_records = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
if ( ((CValue<bool> *)(**it_r)[attrib])->getValue() == true )
true_records++;
else
false_records++;
it_r++;
}
}
void CTree::splitRecords(std::vector<CRecord *> &records, int attrib, IValue *val, int &true_records, int &false_records) //
{
true_records = 0;
false_records = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
const IValue *left_val = (**it_r)[ attrib ];
if ( ( *left_val ) == val )
true_records++;
else
false_records++;
it_r++;
}
}
// count records with a certain value for an attrib and true or false for the key attrib
void CTree::splitRecords(std::vector<CRecord *> &records, int attrib, IValue *val, bool key, int &true_records, int &false_records) //
{
true_records = 0;
false_records = 0;
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
if ( (* ( (**it_r)[attrib] ) ) == val )
{
if ( ( (CValue<bool> *) (**it_r)[ _Key ] )->getValue() == key )
true_records++;
else
false_records++;
}
it_r++;
}
}
// Sorts records according to the possibles values for an attribute.
void CTree::splitRecords( std::vector<CRecord *> &records, int attrib, std::vector<CField *> &fields, std::vector< std::vector<CRecord *> > &result) //
{
if ( result.size() < fields[attrib]->getPossibleValues().size() )
{
int nb_missing = (int)(fields[attrib]->getPossibleValues().size() - result.size());
for (int i = 0; i <= nb_missing; i++ )
{
result.push_back( std::vector<CRecord *>() );
}
}
std::vector<CRecord *>::iterator it_r = records.begin();
while ( it_r != records.end() )
{
std::vector<IValue *>::const_iterator it_vp = fields[attrib]->getPossibleValues().begin();
std::vector< std::vector<CRecord *> >::iterator it = result.begin();
int id_val = 0;
while ( it_vp != fields[attrib]->getPossibleValues().end() )
{
const IValue *left_value = (**it_r)[attrib];
IValue *right_value = *it_vp;
if ( (*left_value) == right_value )
(*it).push_back( *it_r );
it_vp++;
it++;
}
it_r++;
}
}

@ -1,79 +1,79 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_TREE_H_
#define NL_TREE_H_
#include <vector>
#include <map>
#include "record.h"
#include "node.h"
#include "field.h"
class CTree
{
private:
//std::vector<std::string> _Fields;
int _Key;
INode *_RootNode;
public:
struct greater : public std::binary_function<std::pair<double,int> , std::pair<double,int> , bool> {
bool operator()(std::pair<double,int> x, std::pair<double,int> y) const
{
return x.first > y.first;
}
};
public:
CTree();
~CTree();
void setKey(int);
int getKey();
bool getOutput(CRecord *);
int getNbRecords(std::vector<CRecord *> &,int,IValue *);
std::vector<CRecord *> getRecords(std::vector<CRecord *> &, int , bool);
void splitRecords(std::vector<CRecord *> &, int, int &, int &);
void splitRecords(std::vector<CRecord *> &, int, std::vector<CField *> &, std::vector< std::vector<CRecord *> > &);
void splitRecords(std::vector<CRecord *> &, int, IValue *, int &, int &);
void splitRecords(std::vector<CRecord *> &, int, IValue *, bool, int &, int &);
float findNumKeyValue(std::vector<CRecord *> &, int);
double log2(double) const;
double entropy(double, double) const;
double entropy(std::vector<double> &) const;
double gain(std::vector<CRecord *> &, int, CField *);
std::vector<std::pair<double,int> > getSortedFields(std::vector<int> &, std::vector<CRecord *> &, std::vector<CField *> &);
int getBestAttrib( std::vector<int> &, std::vector<CRecord *> &, std::vector<CField *> &);
void rebuild(std::vector<CRecord *> &, std::vector<CField *> &);
std::string getDebugString(std::vector<CRecord *> &, std::vector<CField *> &);
// returns the root node of a decision tree built with the ID3 algorithm
INode *ID3(std::vector<int> &, std::vector<CRecord *> &, std::vector<CField *> &);
};
#endif
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_TREE_H_
#define NL_TREE_H_
#include <vector>
#include <map>
#include "record.h"
#include "node.h"
#include "field.h"
class CTree
{
private:
//std::vector<std::string> _Fields;
int _Key;
INode *_RootNode;
public:
struct greater : public std::binary_function<std::pair<double,int> , std::pair<double,int> , bool> {
bool operator()(std::pair<double,int> x, std::pair<double,int> y) const
{
return x.first > y.first;
}
};
public:
CTree();
~CTree();
void setKey(int);
int getKey();
bool getOutput(CRecord *);
int getNbRecords(std::vector<CRecord *> &,int,IValue *);
std::vector<CRecord *> getRecords(std::vector<CRecord *> &, int , bool);
void splitRecords(std::vector<CRecord *> &, int, int &, int &);
void splitRecords(std::vector<CRecord *> &, int, std::vector<CField *> &, std::vector< std::vector<CRecord *> > &);
void splitRecords(std::vector<CRecord *> &, int, IValue *, int &, int &);
void splitRecords(std::vector<CRecord *> &, int, IValue *, bool, int &, int &);
float findNumKeyValue(std::vector<CRecord *> &, int);
double log2(double) const;
double entropy(double, double) const;
double entropy(std::vector<double> &) const;
double gain(std::vector<CRecord *> &, int, CField *);
std::vector<std::pair<double,int> > getSortedFields(std::vector<int> &, std::vector<CRecord *> &, std::vector<CField *> &);
int getBestAttrib( std::vector<int> &, std::vector<CRecord *> &, std::vector<CField *> &);
void rebuild(std::vector<CRecord *> &, std::vector<CField *> &);
std::string getDebugString(std::vector<CRecord *> &, std::vector<CField *> &);
// returns the root node of a decision tree built with the ID3 algorithm
INode *ID3(std::vector<int> &, std::vector<CRecord *> &, std::vector<CField *> &);
};
#endif

@ -1,48 +1,48 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
*/
#ifndef NL_VAL_NODES_H_
#define NL_VAL_NODES_H_
template<class T> class CInfValNode : public INode<T>
{
private:
T *_Val
public:
INode();
virtual const INode<T> *getTrueNode();
virtual const INode<T> *getFalseNode();
virtual bool propagRecord(CRecord *);
};
template<class T> const INode<T> *INode<T> *CInfValNode<T>::getTrueNode()
{
return _TrueNode;
}
template<class T> const INode<T> *INode<T> *CInfValNode<T>::getFalseNode()
{
return _FalseNode;
}
virtual template<class T> bool CInfValNode<T>::propagRecord(CRecord *)
{
return false;
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
*/
#ifndef NL_VAL_NODES_H_
#define NL_VAL_NODES_H_
template<class T> class CInfValNode : public INode<T>
{
private:
T *_Val
public:
INode();
virtual const INode<T> *getTrueNode();
virtual const INode<T> *getFalseNode();
virtual bool propagRecord(CRecord *);
};
template<class T> const INode<T> *INode<T> *CInfValNode<T>::getTrueNode()
{
return _TrueNode;
}
template<class T> const INode<T> *INode<T> *CInfValNode<T>::getFalseNode()
{
return _FalseNode;
}
virtual template<class T> bool CInfValNode<T>::propagRecord(CRecord *)
{
return false;
}
#endif

@ -1,107 +1,107 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_VALUE_H_
#define NL_VALUE_H_
#include <string>
class IValue {
public:
virtual void getValue(IValue &) = 0;
virtual void setValue(IValue &) = 0;
virtual bool operator==(IValue *) const = 0 ;
virtual bool operator<(IValue &) = 0;
virtual bool operator>(IValue &) = 0;
};
template<class T> class CValue : public IValue {
private:
T _Value;
public:
CValue();
CValue(T);
CValue(const CValue<T> &);
virtual void getValue(IValue &);
virtual void setValue(IValue &);
// virtual CValue<T> &operator=(T);
virtual bool operator==(IValue *) const;
bool operator<(IValue &);
bool operator>(IValue &);
virtual T getValue();
virtual void setValue(T);
};
template<class T> CValue<T>::CValue()
{
}
template<class T> CValue<T>::CValue(T value)
{
_Value = value;
}
template<class T> CValue<T>::CValue(const CValue<T> &value)
{
_Value = value.getValue();
}
template<class T> void CValue<T>::getValue(IValue &value)
{
( (CValue<T> &)value)._Value = _Value;
}
template<class T> void CValue<T>::setValue(IValue &value)
{
_Value = ( ( (CValue<T> &)value ).getValue() );
}
template<class T> bool CValue<T>::operator==(IValue *value) const
{
return ( _Value == ( ( (CValue<T> *)value )->getValue() ) );
}
template<class T> bool CValue<T>::operator<(IValue &value)
{
if ( _Value < ( ( (CValue<T> &)value ).getValue() ) )
return true;
else
return false;
}
template<class T> bool CValue<T>::operator>(IValue &value)
{
if ( _Value > ( ( (CValue<T> &)value ).getValue() ) )
return true;
else
return false;
}
template<class T> void CValue<T>::setValue(T value)
{
_Value = value;
}
template<class T> T CValue<T>::getValue()
{
return _Value;
}
#endif
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_VALUE_H_
#define NL_VALUE_H_
#include <string>
class IValue {
public:
virtual void getValue(IValue &) = 0;
virtual void setValue(IValue &) = 0;
virtual bool operator==(IValue *) const = 0 ;
virtual bool operator<(IValue &) = 0;
virtual bool operator>(IValue &) = 0;
};
template<class T> class CValue : public IValue {
private:
T _Value;
public:
CValue();
CValue(T);
CValue(const CValue<T> &);
virtual void getValue(IValue &);
virtual void setValue(IValue &);
// virtual CValue<T> &operator=(T);
virtual bool operator==(IValue *) const;
bool operator<(IValue &);
bool operator>(IValue &);
virtual T getValue();
virtual void setValue(T);
};
template<class T> CValue<T>::CValue()
{
}
template<class T> CValue<T>::CValue(T value)
{
_Value = value;
}
template<class T> CValue<T>::CValue(const CValue<T> &value)
{
_Value = value.getValue();
}
template<class T> void CValue<T>::getValue(IValue &value)
{
( (CValue<T> &)value)._Value = _Value;
}
template<class T> void CValue<T>::setValue(IValue &value)
{
_Value = ( ( (CValue<T> &)value ).getValue() );
}
template<class T> bool CValue<T>::operator==(IValue *value) const
{
return ( _Value == ( ( (CValue<T> *)value )->getValue() ) );
}
template<class T> bool CValue<T>::operator<(IValue &value)
{
if ( _Value < ( ( (CValue<T> &)value ).getValue() ) )
return true;
else
return false;
}
template<class T> bool CValue<T>::operator>(IValue &value)
{
if ( _Value > ( ( (CValue<T> &)value ).getValue() ) )
return true;
else
return false;
}
template<class T> void CValue<T>::setValue(T value)
{
_Value = value;
}
template<class T> T CValue<T>::getValue()
{
return _Value;
}
#endif

@ -1,82 +1,82 @@
#!/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
#!/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

@ -1,37 +1,37 @@
#!/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
#!/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

@ -1,190 +1,190 @@
#!/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"
#!/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"

@ -1,108 +1,108 @@
#!/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
#!/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

@ -1,78 +1,78 @@
#!/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
#!/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

@ -1,81 +1,81 @@
#!/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"
#!/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"

@ -1,168 +1,168 @@
#!/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
#!/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

@ -1,114 +1,114 @@
#!/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
#!/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

@ -1,73 +1,73 @@
#!/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
#!/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

@ -1,45 +1,45 @@
#!/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 ***
#!/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 ***

@ -1,86 +1,86 @@
#!/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
#!/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

@ -1,37 +1,37 @@
#!/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
#!/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

@ -1,303 +1,303 @@
#!/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"
#!/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"

@ -1,113 +1,113 @@
#!/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
#!/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

@ -1,59 +1,59 @@
#!/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
#!/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

@ -1,43 +1,43 @@
#!/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
#!/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

@ -1,63 +1,63 @@
#!/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
#!/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

@ -1,41 +1,41 @@
#!/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 ***
#!/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 ***

@ -1,94 +1,94 @@
#!/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"
#!/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"

@ -1,49 +1,49 @@
#!/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
#!/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

@ -1,77 +1,77 @@
#!/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"
#!/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"

@ -1,44 +1,44 @@
#!/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"
#!/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"

@ -1,119 +1,119 @@
#!/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"
#!/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"

@ -1,81 +1,81 @@
#!/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
#!/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

@ -1,168 +1,168 @@
#!/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
#!/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

@ -1,114 +1,114 @@
#!/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
#!/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

@ -1,127 +1,127 @@
#!/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"
#!/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"

@ -1,91 +1,91 @@
#!/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
#!/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

@ -1,188 +1,188 @@
#!/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
#!/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

@ -1,121 +1,121 @@
#!/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
#!/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

@ -1,131 +1,131 @@
#!/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
#!/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

@ -1,81 +1,81 @@
#!/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
#!/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

@ -1,262 +1,262 @@
#!/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"
#!/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"

@ -1,167 +1,167 @@
#!/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
#!/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

@ -1,124 +1,124 @@
#!/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
#!/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

@ -1,81 +1,81 @@
#!/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
#!/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

@ -1,251 +1,251 @@
#!/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"
#!/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"

@ -1,169 +1,169 @@
#!/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" ]
#!/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" ]

@ -1,126 +1,126 @@
#!/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
#!/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

@ -1,81 +1,81 @@
#!/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
#!/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

@ -1,124 +1,124 @@
#!/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
#!/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

@ -1,81 +1,81 @@
#!/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
#!/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

@ -1,268 +1,268 @@
#!/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"
# *** 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"
#!/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"
# *** 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"

@ -1,132 +1,132 @@
#!/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
#!/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

@ -1,272 +1,272 @@
#!/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"
# *** 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"
#!/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"
# *** 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"

@ -1,132 +1,132 @@
#!/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
#!/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

@ -1,280 +1,280 @@
#!/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"
# *** 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"
#!/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"
# *** 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"

@ -1,132 +1,132 @@
#!/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
#!/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

@ -1,265 +1,265 @@
#!/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"
# *** 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"
#!/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"
# *** 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"

@ -1,132 +1,132 @@
#!/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
#!/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

File diff suppressed because it is too large Load Diff

@ -1,21 +1,21 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// stdafx.cpp : source file that includes just the standard includes
// client_config.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// stdafx.cpp : source file that includes just the standard includes
// client_config.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"

@ -1,61 +1,61 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#if !defined(AFX_STDAFX_H__DD0A8599_6A9E_47AE_BE5E_50A017C1FA9C__INCLUDED_)
#define AFX_STDAFX_H__DD0A8599_6A9E_47AE_BE5E_50A017C1FA9C__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define VC_EXTRALEAN // Exclude rarely-used stuff from Windows headers
#include "nel/misc/types_nl.h"
#include <afxwin.h> // MFC core and standard components
#include <afxext.h> // MFC extensions
#include <afxdisp.h> // MFC Automation classes
#include <afxdtctl.h> // MFC support for Internet Explorer 4 Common Controls
#ifndef _AFX_NO_AFXCMN_SUPPORT
#include <afxcmn.h> // MFC support for Windows Common Controls
#endif // _AFX_NO_AFXCMN_SUPPORT
#undef min
#undef max
#include <mmreg.h>
#include <dsound.h>
#include "nel/misc/config_file.h"
#include "nel/misc/system_info.h"
#include "nel/misc/path.h"
#include "nel/misc/i18n.h"
#include "nel/misc/diff_tool.h"
#include "nel/3d/dru.h"
#include <vector>
#include <string>
#include <GL/gl.h>
#include <ddraw.h>
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_STDAFX_H__DD0A8599_6A9E_47AE_BE5E_50A017C1FA9C__INCLUDED_)
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#if !defined(AFX_STDAFX_H__DD0A8599_6A9E_47AE_BE5E_50A017C1FA9C__INCLUDED_)
#define AFX_STDAFX_H__DD0A8599_6A9E_47AE_BE5E_50A017C1FA9C__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define VC_EXTRALEAN // Exclude rarely-used stuff from Windows headers
#include "nel/misc/types_nl.h"
#include <afxwin.h> // MFC core and standard components
#include <afxext.h> // MFC extensions
#include <afxdisp.h> // MFC Automation classes
#include <afxdtctl.h> // MFC support for Internet Explorer 4 Common Controls
#ifndef _AFX_NO_AFXCMN_SUPPORT
#include <afxcmn.h> // MFC support for Windows Common Controls
#endif // _AFX_NO_AFXCMN_SUPPORT
#undef min
#undef max
#include <mmreg.h>
#include <dsound.h>
#include "nel/misc/config_file.h"
#include "nel/misc/system_info.h"
#include "nel/misc/path.h"
#include "nel/misc/i18n.h"
#include "nel/misc/diff_tool.h"
#include "nel/3d/dru.h"
#include <vector>
#include <string>
#include <GL/gl.h>
#include <ddraw.h>
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_STDAFX_H__DD0A8599_6A9E_47AE_BE5E_50A017C1FA9C__INCLUDED_)

@ -1,85 +1,85 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// bar.cpp : implementation file
//
#include "stdafx.h"
#include "client_config.h"
#include "bar.h"
// ***************************************************************************
// CBar
// ***************************************************************************
CBar::CBar()
{
}
CBar::~CBar()
{
}
BEGIN_MESSAGE_MAP(CBar, CWnd)
//{{AFX_MSG_MAP(CBar)
ON_WM_PAINT()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CBar message handlers
// ***************************************************************************
void CBar::OnPaint()
{
CPaintDC dc(this); // device context for painting
RECT client;
GetClientRect (&client);
CPen hilight (PS_SOLID, 1, GetSysColor (COLOR_3DHILIGHT));
CPen shadow (PS_SOLID, 1, GetSysColor (COLOR_3DSHADOW));
if (client.right - client.left > client.bottom - client.top)
{
dc.SelectObject (shadow);
dc.MoveTo (client.left, client.top);
dc.LineTo (client.right, client.top);
dc.SelectObject (hilight);
dc.MoveTo (client.left, client.bottom);
dc.LineTo (client.right, client.bottom);
}
else
{
dc.SelectObject (hilight);
dc.MoveTo (client.left, client.top);
dc.LineTo (client.left, client.bottom);
dc.SelectObject (shadow);
dc.MoveTo (client.right, client.top);
dc.LineTo (client.right, client.bottom);
}
// Do not call CWnd::OnPaint() for painting messages
}
// ***************************************************************************
BOOL CBar::Create (CRect &rect, CWnd *parent)
{
return CWnd::Create ("Static", "", WS_CHILD|WS_VISIBLE, rect, parent, 0);
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// bar.cpp : implementation file
//
#include "stdafx.h"
#include "client_config.h"
#include "bar.h"
// ***************************************************************************
// CBar
// ***************************************************************************
CBar::CBar()
{
}
CBar::~CBar()
{
}
BEGIN_MESSAGE_MAP(CBar, CWnd)
//{{AFX_MSG_MAP(CBar)
ON_WM_PAINT()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CBar message handlers
// ***************************************************************************
void CBar::OnPaint()
{
CPaintDC dc(this); // device context for painting
RECT client;
GetClientRect (&client);
CPen hilight (PS_SOLID, 1, GetSysColor (COLOR_3DHILIGHT));
CPen shadow (PS_SOLID, 1, GetSysColor (COLOR_3DSHADOW));
if (client.right - client.left > client.bottom - client.top)
{
dc.SelectObject (shadow);
dc.MoveTo (client.left, client.top);
dc.LineTo (client.right, client.top);
dc.SelectObject (hilight);
dc.MoveTo (client.left, client.bottom);
dc.LineTo (client.right, client.bottom);
}
else
{
dc.SelectObject (hilight);
dc.MoveTo (client.left, client.top);
dc.LineTo (client.left, client.bottom);
dc.SelectObject (shadow);
dc.MoveTo (client.right, client.top);
dc.LineTo (client.right, client.bottom);
}
// Do not call CWnd::OnPaint() for painting messages
}
// ***************************************************************************
BOOL CBar::Create (CRect &rect, CWnd *parent)
{
return CWnd::Create ("Static", "", WS_CHILD|WS_VISIBLE, rect, parent, 0);
}

@ -1,65 +1,65 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_BAR_H__1AEEE6F6_7AE1_49AC_A3CB_576C63140C06__INCLUDED_)
#define AFX_BAR_H__1AEEE6F6_7AE1_49AC_A3CB_576C63140C06__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// bar.h : header file
//
/////////////////////////////////////////////////////////////////////////////
// CBar window
class CBar : public CWnd
{
// Construction
public:
CBar();
// Attributes
public:
BOOL Create (CRect &rect, CWnd *parent);
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CBar)
//}}AFX_VIRTUAL
// Implementation
public:
virtual ~CBar();
// Generated message map functions
protected:
//{{AFX_MSG(CBar)
afx_msg void OnPaint();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_BAR_H__1AEEE6F6_7AE1_49AC_A3CB_576C63140C06__INCLUDED_)
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_BAR_H__1AEEE6F6_7AE1_49AC_A3CB_576C63140C06__INCLUDED_)
#define AFX_BAR_H__1AEEE6F6_7AE1_49AC_A3CB_576C63140C06__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// bar.h : header file
//
/////////////////////////////////////////////////////////////////////////////
// CBar window
class CBar : public CWnd
{
// Construction
public:
CBar();
// Attributes
public:
BOOL Create (CRect &rect, CWnd *parent);
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CBar)
//}}AFX_VIRTUAL
// Implementation
public:
virtual ~CBar();
// Generated message map functions
protected:
//{{AFX_MSG(CBar)
afx_msg void OnPaint();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_BAR_H__1AEEE6F6_7AE1_49AC_A3CB_576C63140C06__INCLUDED_)

@ -1,33 +1,33 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "stdafx.h"
#include "base_dialog.h"
#include "client_config.h"
#include "client_configDlg.h"
void CBaseDialog::OnOK ()
{
((CClient_configDlg*)theApp.m_pMainWnd)->OnOK ();
}
void CBaseDialog::OnCancel ()
{
((CClient_configDlg*)theApp.m_pMainWnd)->OnCancel ();
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "stdafx.h"
#include "base_dialog.h"
#include "client_config.h"
#include "client_configDlg.h"
void CBaseDialog::OnOK ()
{
((CClient_configDlg*)theApp.m_pMainWnd)->OnOK ();
}
void CBaseDialog::OnCancel ()
{
((CClient_configDlg*)theApp.m_pMainWnd)->OnCancel ();
}

@ -1,47 +1,47 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_BASE_DIALOG_H
#define NL_BASE_DIALOG_H
#include "nel/misc/types_nl.h"
/**
* Base dialog for option dialogs
*
* \author Cyril 'Hulud' Corvazier
* \author Nevrax France
* \date 2003
*/
class CBaseDialog : public CDialog
{
public:
/// Constructor
CBaseDialog (uint id, CWnd* pParent = NULL) : CDialog(id, pParent) {}
/// On ok
virtual void OnOK ();
virtual void OnCancel ();
};
#endif // NL_BASE_DIALOG_H
/* End of base_dialog.h */
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_BASE_DIALOG_H
#define NL_BASE_DIALOG_H
#include "nel/misc/types_nl.h"
/**
* Base dialog for option dialogs
*
* \author Cyril 'Hulud' Corvazier
* \author Nevrax France
* \date 2003
*/
class CBaseDialog : public CDialog
{
public:
/// Constructor
CBaseDialog (uint id, CWnd* pParent = NULL) : CDialog(id, pParent) {}
/// On ok
virtual void OnOK ();
virtual void OnCancel ();
};
#endif // NL_BASE_DIALOG_H
/* End of base_dialog.h */

File diff suppressed because it is too large Load Diff

@ -1,91 +1,91 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_CFG_FILE_H
#define NL_CFG_FILE_H
// ***************************************************************************
bool LoadConfigFile ();
// ***************************************************************************
bool SaveConfigFile ();
// ***************************************************************************
void GetFromConfigFile ();
// ***************************************************************************
void SetToConfigFile ();
// ***************************************************************************
void InvalidateConfig ();
// ***************************************************************************
void ResetConfigFile ();
// ***************************************************************************
void MergeConfigFile (NLMISC::CConfigFile &configFile);
// ***************************************************************************
void ResetConfigFileToDefault ();
// ***************************************************************************
std::string GetString (const char *var);
// ***************************************************************************
sint GetInt (const char *var);
// ***************************************************************************
bool GetBool (const char *var);
// ***************************************************************************
void backupWindowHandleRec (CWnd *cwnd = NULL);
// ***************************************************************************
void removeWindowHandleRec (CWnd *cwnd);
// ***************************************************************************
void localizeWindowsRec (CWnd *cwnd=NULL, bool useMap=true);
// ***************************************************************************
// Special Vars that must not pop up a window if not present in the CFG (because coder features)
std::string GetStringDriverSound();
void SetStringDriverSound(const char *value);
sint GetIntForceLanguage();
sint GetIntTestConfig();
// ***************************************************************************
#endif // NL_CFG_FILE_H
/* End of database.h */
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_CFG_FILE_H
#define NL_CFG_FILE_H
// ***************************************************************************
bool LoadConfigFile ();
// ***************************************************************************
bool SaveConfigFile ();
// ***************************************************************************
void GetFromConfigFile ();
// ***************************************************************************
void SetToConfigFile ();
// ***************************************************************************
void InvalidateConfig ();
// ***************************************************************************
void ResetConfigFile ();
// ***************************************************************************
void MergeConfigFile (NLMISC::CConfigFile &configFile);
// ***************************************************************************
void ResetConfigFileToDefault ();
// ***************************************************************************
std::string GetString (const char *var);
// ***************************************************************************
sint GetInt (const char *var);
// ***************************************************************************
bool GetBool (const char *var);
// ***************************************************************************
void backupWindowHandleRec (CWnd *cwnd = NULL);
// ***************************************************************************
void removeWindowHandleRec (CWnd *cwnd);
// ***************************************************************************
void localizeWindowsRec (CWnd *cwnd=NULL, bool useMap=true);
// ***************************************************************************
// Special Vars that must not pop up a window if not present in the CFG (because coder features)
std::string GetStringDriverSound();
void SetStringDriverSound(const char *value);
sint GetIntForceLanguage();
sint GetIntTestConfig();
// ***************************************************************************
#endif // NL_CFG_FILE_H
/* End of database.h */

@ -1,275 +1,275 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// client_config.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "client_config.h"
#include "client_configDlg.h"
#include "cfg_file.h"
#include <nel/misc/system_utils.h>
using namespace NLMISC;
using namespace NL3D;
// ***************************************************************************
// CClientConfigApp
BEGIN_MESSAGE_MAP(CClientConfigApp, CWinApp)
//{{AFX_MSG_MAP(CClientConfigApp)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG
ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()
// ***************************************************************************
// CClientConfigApp construction
CClientConfigApp::CClientConfigApp()
{
// Place all significant initialization in InitInstance
Localized = false;
}
// ***************************************************************************
// The one and only CClientConfigApp object
CClientConfigApp theApp;
// ***************************************************************************
// CClientConfigApp initialization
class CMyCommandLineInfo : public CCommandLineInfo
{
virtual void ParseParam( LPCTSTR lpszParam, BOOL bFlag, BOOL bLast )
{
/* Yoyo: Disable AutoConfig cause don't work on every config
if ((strnicmp (lpszParam, "auto_config", 3) == 0) && bFlag)
{
AutoConfig = true;
}
if ((strnicmp (lpszParam, "gpu", 3) == 0) && bFlag)
GLRenderer = lpszParam+3;
if ((strnicmp (lpszParam, "cpu", 3) == 0) && bFlag)
CPUFrequency = atoi (lpszParam+3);
if ((strnicmp (lpszParam, "ram", 3) == 0) && bFlag)
SystemMemory = 1024*1024*atoi (lpszParam+3);
if ((strnicmp (lpszParam, "vram", 4) == 0) && bFlag)
VideoMemory = 1024*1024*atoi (lpszParam+4);
if ((strnicmp (lpszParam, "hwsb", 4) == 0) && bFlag)
HardwareSoundBuffer = atoi (lpszParam+4);
if ((strcmp (lpszParam, "?") == 0) && bFlag)
MessageBoxW(NULL,
"\t/gpuGPUNAME\t\tSet GPU name to GPUNAME\n"
"\t/cpuCPUFREQUENCY\t\tSet CPU frequency to CPUFREQENCY\n"
"\t/ramAMOUNTRAM\t\tSet the amount of ram to AMOUNTRAM\n"
"\t/vramAMOUNTVRAM\t\tSet the amount of vram to AMOUNTVRAM\n"
"\t/hwsbHARDWARESOUNDBUFFER\t\tSet the number of hardware sound buffer\n"
"\t/auto_config\t\tAuto configuration mode\n"
"\t/?\t\tHelp\n"
"\nExemple : ryzom_configuration_r \"/gpu geforce4 ti 4600\" /cpu1500 /ram512 /vram64"
, CI18N::get ("uiConfigTitle"), MB_ICONEXCLAMATION|MB_OK);
*/
}
};
void pump ()
{
// Display the window
MSG msg;
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
INT_PTR CALLBACK MyDialogProc(
HWND hwndDlg, // handle to dialog box
UINT uMsg, // message
WPARAM wParam, // first message parameter
LPARAM lParam // second message parameter
)
{
return FALSE;
}
BOOL CClientConfigApp::InitInstance()
{
HANDLE mutex = CreateMutex (NULL, false, "RyzomConfig");
if (mutex && GetLastError() == ERROR_ALREADY_EXISTS)
exit (0);
// Get the bitmap size
HRSRC hrsrc = FindResource(m_hInstance, MAKEINTRESOURCE(IDB_SLASH_SCREEN), RT_BITMAP);
nlassert (hrsrc);
HGLOBAL hBitmap = LoadResource (m_hInstance, hrsrc);
nlassert (hBitmap);
BITMAP *bitmap = (BITMAP*)LockResource(hBitmap);
nlassert (bitmap);
int width = bitmap->bmWidth;
int height = bitmap->bmHeight;
// Look the command line to see if we have a cookie and a addr
HWND SlashScreen = CreateDialog (m_hInstance, MAKEINTRESOURCE(IDD_SLASH_SCREEN), NULL, MyDialogProc);
RECT rect;
RECT rectDesktop;
GetWindowRect (SlashScreen, &rect);
GetWindowRect (GetDesktopWindow (), &rectDesktop);
SetWindowPos (SlashScreen, HWND_TOP, (rectDesktop.right-rectDesktop.left-width)/2, (rectDesktop.bottom-rectDesktop.top-height)/2, width, height, 0);
ShowWindow (SlashScreen, SW_SHOW);
pump ();
try
{
AfxEnableControlContainer();
// Create drivers
IDriver *glDriver = CDRU::createGlDriver();
IDriver *d3dDriver = CDRU::createD3DDriver();
// Get some information about the system
RegisterVideoModes (0, glDriver);
RegisterVideoModes (1, d3dDriver);
GetSystemInformation (d3dDriver);
// Load the config file
if (!LoadConfigFile ())
return FALSE;
// Add search pathes for *.uxt
// Local search path ?
if (::GetIntTestConfig())
CPath::addSearchPath ("translation/work", true, false);
CPath::addSearchPath ("patch", true, false);
CPath::addSearchPath ("data", true, false);
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
// Init the data
LoadConfigFileDefault ();
// Init the database
CreateDataBase ();
// Parse command line for standard shell commands, DDE, file open
CMyCommandLineInfo cmdInfo;
ParseCommandLine(cmdInfo);
CClient_configDlg dlg;
m_pMainWnd = &dlg;
DestroyWindow (SlashScreen);
sint nResponse = (sint)dlg.DoModal();
if (nResponse == IDOK)
{
// dismissed with OK
}
else if (nResponse == IDCANCEL)
{
// dismissed with Cancel
}
}
catch (Exception &e)
{
error ((ucstring)e.what());
}
// Since the dialog has been closed, return FALSE so that we exit the
// application, rather than start the application's message pump.
return FALSE;
}
// ***************************************************************************
void CClientConfigApp::error (const ucstring &message)
{
if (m_pMainWnd)
{
if (Localized)
{
MessageBoxW(*m_pMainWnd, (WCHAR*)message.c_str(), (WCHAR*)CI18N::get ("uiConfigTitle").c_str(), MB_OK|MB_ICONEXCLAMATION);
}
else
{
MessageBoxW(*m_pMainWnd, (WCHAR*)message.c_str(), (WCHAR*)ucstring("Ryzom Configuration").c_str(), MB_OK|MB_ICONEXCLAMATION);
}
}
else
MessageBoxW(NULL, (WCHAR*)message.c_str(), (WCHAR*)ucstring("Ryzom Configuration").c_str(), MB_OK|MB_ICONEXCLAMATION);
}
// ***************************************************************************
bool CClientConfigApp::yesNo (const ucstring &question)
{
if (m_pMainWnd)
return MessageBoxW(*m_pMainWnd, (WCHAR*)question.c_str(), (WCHAR*)CI18N::get ("uiConfigTitle").c_str(), MB_YESNO|MB_ICONQUESTION) == IDYES;
else
return MessageBoxW(NULL, (WCHAR*)question.c_str(), (WCHAR*)CI18N::get ("uiConfigTitle").c_str(), MB_YESNO|MB_ICONQUESTION) == IDYES;
}
// ***************************************************************************
std::string GetNeLString (uint res)
{
CString str;
str.LoadString (res);
return (const char*)str;
}
// ***************************************************************************
CString GetString (uint res)
{
CString str;
str.LoadString (res);
return str;
}
// ***************************************************************************
void setWindowText(HWND hwnd, LPCWSTR lpText)
{
if (CSystemUtils::supportUnicode())
{
SetWindowTextW(hwnd, lpText);
}
else
{
ucstring text((const ucchar *) lpText);
SetWindowTextA(hwnd, (LPCTSTR) text.toString().c_str());
}
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// client_config.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "client_config.h"
#include "client_configDlg.h"
#include "cfg_file.h"
#include <nel/misc/system_utils.h>
using namespace NLMISC;
using namespace NL3D;
// ***************************************************************************
// CClientConfigApp
BEGIN_MESSAGE_MAP(CClientConfigApp, CWinApp)
//{{AFX_MSG_MAP(CClientConfigApp)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG
ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()
// ***************************************************************************
// CClientConfigApp construction
CClientConfigApp::CClientConfigApp()
{
// Place all significant initialization in InitInstance
Localized = false;
}
// ***************************************************************************
// The one and only CClientConfigApp object
CClientConfigApp theApp;
// ***************************************************************************
// CClientConfigApp initialization
class CMyCommandLineInfo : public CCommandLineInfo
{
virtual void ParseParam( LPCTSTR lpszParam, BOOL bFlag, BOOL bLast )
{
/* Yoyo: Disable AutoConfig cause don't work on every config
if ((strnicmp (lpszParam, "auto_config", 3) == 0) && bFlag)
{
AutoConfig = true;
}
if ((strnicmp (lpszParam, "gpu", 3) == 0) && bFlag)
GLRenderer = lpszParam+3;
if ((strnicmp (lpszParam, "cpu", 3) == 0) && bFlag)
CPUFrequency = atoi (lpszParam+3);
if ((strnicmp (lpszParam, "ram", 3) == 0) && bFlag)
SystemMemory = 1024*1024*atoi (lpszParam+3);
if ((strnicmp (lpszParam, "vram", 4) == 0) && bFlag)
VideoMemory = 1024*1024*atoi (lpszParam+4);
if ((strnicmp (lpszParam, "hwsb", 4) == 0) && bFlag)
HardwareSoundBuffer = atoi (lpszParam+4);
if ((strcmp (lpszParam, "?") == 0) && bFlag)
MessageBoxW(NULL,
"\t/gpuGPUNAME\t\tSet GPU name to GPUNAME\n"
"\t/cpuCPUFREQUENCY\t\tSet CPU frequency to CPUFREQENCY\n"
"\t/ramAMOUNTRAM\t\tSet the amount of ram to AMOUNTRAM\n"
"\t/vramAMOUNTVRAM\t\tSet the amount of vram to AMOUNTVRAM\n"
"\t/hwsbHARDWARESOUNDBUFFER\t\tSet the number of hardware sound buffer\n"
"\t/auto_config\t\tAuto configuration mode\n"
"\t/?\t\tHelp\n"
"\nExemple : ryzom_configuration_r \"/gpu geforce4 ti 4600\" /cpu1500 /ram512 /vram64"
, CI18N::get ("uiConfigTitle"), MB_ICONEXCLAMATION|MB_OK);
*/
}
};
void pump ()
{
// Display the window
MSG msg;
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
INT_PTR CALLBACK MyDialogProc(
HWND hwndDlg, // handle to dialog box
UINT uMsg, // message
WPARAM wParam, // first message parameter
LPARAM lParam // second message parameter
)
{
return FALSE;
}
BOOL CClientConfigApp::InitInstance()
{
HANDLE mutex = CreateMutex (NULL, false, "RyzomConfig");
if (mutex && GetLastError() == ERROR_ALREADY_EXISTS)
exit (0);
// Get the bitmap size
HRSRC hrsrc = FindResource(m_hInstance, MAKEINTRESOURCE(IDB_SLASH_SCREEN), RT_BITMAP);
nlassert (hrsrc);
HGLOBAL hBitmap = LoadResource (m_hInstance, hrsrc);
nlassert (hBitmap);
BITMAP *bitmap = (BITMAP*)LockResource(hBitmap);
nlassert (bitmap);
int width = bitmap->bmWidth;
int height = bitmap->bmHeight;
// Look the command line to see if we have a cookie and a addr
HWND SlashScreen = CreateDialog (m_hInstance, MAKEINTRESOURCE(IDD_SLASH_SCREEN), NULL, MyDialogProc);
RECT rect;
RECT rectDesktop;
GetWindowRect (SlashScreen, &rect);
GetWindowRect (GetDesktopWindow (), &rectDesktop);
SetWindowPos (SlashScreen, HWND_TOP, (rectDesktop.right-rectDesktop.left-width)/2, (rectDesktop.bottom-rectDesktop.top-height)/2, width, height, 0);
ShowWindow (SlashScreen, SW_SHOW);
pump ();
try
{
AfxEnableControlContainer();
// Create drivers
IDriver *glDriver = CDRU::createGlDriver();
IDriver *d3dDriver = CDRU::createD3DDriver();
// Get some information about the system
RegisterVideoModes (0, glDriver);
RegisterVideoModes (1, d3dDriver);
GetSystemInformation (d3dDriver);
// Load the config file
if (!LoadConfigFile ())
return FALSE;
// Add search pathes for *.uxt
// Local search path ?
if (::GetIntTestConfig())
CPath::addSearchPath ("translation/work", true, false);
CPath::addSearchPath ("patch", true, false);
CPath::addSearchPath ("data", true, false);
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
// Init the data
LoadConfigFileDefault ();
// Init the database
CreateDataBase ();
// Parse command line for standard shell commands, DDE, file open
CMyCommandLineInfo cmdInfo;
ParseCommandLine(cmdInfo);
CClient_configDlg dlg;
m_pMainWnd = &dlg;
DestroyWindow (SlashScreen);
sint nResponse = (sint)dlg.DoModal();
if (nResponse == IDOK)
{
// dismissed with OK
}
else if (nResponse == IDCANCEL)
{
// dismissed with Cancel
}
}
catch (Exception &e)
{
error ((ucstring)e.what());
}
// Since the dialog has been closed, return FALSE so that we exit the
// application, rather than start the application's message pump.
return FALSE;
}
// ***************************************************************************
void CClientConfigApp::error (const ucstring &message)
{
if (m_pMainWnd)
{
if (Localized)
{
MessageBoxW(*m_pMainWnd, (WCHAR*)message.c_str(), (WCHAR*)CI18N::get ("uiConfigTitle").c_str(), MB_OK|MB_ICONEXCLAMATION);
}
else
{
MessageBoxW(*m_pMainWnd, (WCHAR*)message.c_str(), (WCHAR*)ucstring("Ryzom Configuration").c_str(), MB_OK|MB_ICONEXCLAMATION);
}
}
else
MessageBoxW(NULL, (WCHAR*)message.c_str(), (WCHAR*)ucstring("Ryzom Configuration").c_str(), MB_OK|MB_ICONEXCLAMATION);
}
// ***************************************************************************
bool CClientConfigApp::yesNo (const ucstring &question)
{
if (m_pMainWnd)
return MessageBoxW(*m_pMainWnd, (WCHAR*)question.c_str(), (WCHAR*)CI18N::get ("uiConfigTitle").c_str(), MB_YESNO|MB_ICONQUESTION) == IDYES;
else
return MessageBoxW(NULL, (WCHAR*)question.c_str(), (WCHAR*)CI18N::get ("uiConfigTitle").c_str(), MB_YESNO|MB_ICONQUESTION) == IDYES;
}
// ***************************************************************************
std::string GetNeLString (uint res)
{
CString str;
str.LoadString (res);
return (const char*)str;
}
// ***************************************************************************
CString GetString (uint res)
{
CString str;
str.LoadString (res);
return str;
}
// ***************************************************************************
void setWindowText(HWND hwnd, LPCWSTR lpText)
{
if (CSystemUtils::supportUnicode())
{
SetWindowTextW(hwnd, lpText);
}
else
{
ucstring text((const ucchar *) lpText);
SetWindowTextA(hwnd, (LPCTSTR) text.toString().c_str());
}
}

@ -1,83 +1,83 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// client_config.h : main header file for the CLIENT_CONFIG application
//
#if !defined(AFX_CLIENT_CONFIG_H__5ABEECBC_CE23_47C4_BD2F_8EBD81F203F3__INCLUDED_)
#define AFX_CLIENT_CONFIG_H__5ABEECBC_CE23_47C4_BD2F_8EBD81F203F3__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#ifndef __AFXWIN_H__
#error include 'stdafx.h' before including this file for PCH
#endif
#include "resource.h" // main symbols
#define CONFIG_FILE_NAME "client.cfg"
#define CONFIG_DEFAULT_FILE_NAME "client_default.cfg"
/////////////////////////////////////////////////////////////////////////////
// CClientConfigApp:
// See client_config.cpp for the implementation of this class
//
class CClientConfigApp : public CWinApp
{
public:
CClientConfigApp();
// Error message
void error (const ucstring &message);
bool yesNo (const ucstring &message);
// Data modified ?
bool Modified;
bool Localized;
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CClientConfigApp)
public:
virtual BOOL InitInstance();
//}}AFX_VIRTUAL
// Implementation
//{{AFX_MSG(CClientConfigApp)
// NOTE - the ClassWizard will add and remove member functions here.
// DO NOT EDIT what you see in these blocks of generated code !
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
extern CClientConfigApp theApp;
// Helper to set text in a window
// fallback to ascii set if the OS doesn't support unicode (windows 95/98/me)
void setWindowText(HWND hwnd, LPCWSTR lpText);
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_CLIENT_CONFIG_H__5ABEECBC_CE23_47C4_BD2F_8EBD81F203F3__INCLUDED_)
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// client_config.h : main header file for the CLIENT_CONFIG application
//
#if !defined(AFX_CLIENT_CONFIG_H__5ABEECBC_CE23_47C4_BD2F_8EBD81F203F3__INCLUDED_)
#define AFX_CLIENT_CONFIG_H__5ABEECBC_CE23_47C4_BD2F_8EBD81F203F3__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#ifndef __AFXWIN_H__
#error include 'stdafx.h' before including this file for PCH
#endif
#include "resource.h" // main symbols
#define CONFIG_FILE_NAME "client.cfg"
#define CONFIG_DEFAULT_FILE_NAME "client_default.cfg"
/////////////////////////////////////////////////////////////////////////////
// CClientConfigApp:
// See client_config.cpp for the implementation of this class
//
class CClientConfigApp : public CWinApp
{
public:
CClientConfigApp();
// Error message
void error (const ucstring &message);
bool yesNo (const ucstring &message);
// Data modified ?
bool Modified;
bool Localized;
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CClientConfigApp)
public:
virtual BOOL InitInstance();
//}}AFX_VIRTUAL
// Implementation
//{{AFX_MSG(CClientConfigApp)
// NOTE - the ClassWizard will add and remove member functions here.
// DO NOT EDIT what you see in these blocks of generated code !
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
extern CClientConfigApp theApp;
// Helper to set text in a window
// fallback to ascii set if the OS doesn't support unicode (windows 95/98/me)
void setWindowText(HWND hwnd, LPCWSTR lpText);
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_CLIENT_CONFIG_H__5ABEECBC_CE23_47C4_BD2F_8EBD81F203F3__INCLUDED_)

File diff suppressed because it is too large Load Diff

@ -1,133 +1,133 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// client_configDlg.h : header file
//
#if !defined(AFX_CLIENT_CONFIGDLG_H__B16BC0AD_3679_4AFF_BC6C_3AB03CBC2948__INCLUDED_)
#define AFX_CLIENT_CONFIGDLG_H__B16BC0AD_3679_4AFF_BC6C_3AB03CBC2948__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "bar.h"
#include "database.h"
#include "general_dlg.h"
#include "display_dlg.h"
#include "display_details_dlg.h"
#include "display_advanced_dlg.h"
#include "system_information_dlg.h"
#include "display_information_gl_dlg.h"
#include "display_information_d3d_dlg.h"
#include "sound_dlg.h"
// ***************************************************************************
// CClient_configDlg dialog
// ***************************************************************************
enum
{
TreeId = 255,
};
// ***************************************************************************
class CClient_configDlg : public CDialog
{
// Construction
public:
CClient_configDlg(CWnd* pParent = NULL); // standard constructor
// Bitmaps
CBitmap Bitmaps[BitmapCount];
// Fonts
CFont BarFont;
// Controls
CStatic Left;
CStatic Icon;
CBar Top;
CBar Bottom;
CTreeCtrl Tree;
// Dialogs
CDialog *Dialogs[PageCount];
CGeneralDlg GeneralDlg;
CDisplayDlg DisplayDlg;
CDisplayDetailsDlg DisplayDetailsDlg;
CDisplayAdvancedDlg DisplayAdvancedDlg;
CSoundDlg SoundDlg;
CSystemInformationDlg SystemInformationDlg;
CDisplayInformationGlDlg DisplayInformationGLDlg;
CDisplayInformationD3DDlg DisplayInformationD3DDlg;
// Large label top bar string
ucstring TopLargeLabel;
// Methods
void InvalidateBar ();
// Overrided
virtual
BOOL UpdateData ( BOOL bSaveAndValidate );
void setPage (uint pageId);
void translateTree ();
void changeLanguage (const char *language);
// Dialog Data
//{{AFX_DATA(CClient_configDlg)
enum { IDD = IDD_CLIENT_CONFIG_DIALOG };
CButton ApplyCtrl;
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CClient_configDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
virtual BOOL OnNotify(WPARAM wParam, LPARAM lParam, LRESULT* pResult);
//}}AFX_VIRTUAL
// Implementation
protected:
HICON m_hIcon;
uint _CurrentPage;
// Hwnd to stringId map
std::map<HWND, std::string> _HwndMap;
// Generated message map functions
//{{AFX_MSG(CClient_configDlg)
virtual BOOL OnInitDialog();
afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
afx_msg void OnPaint();
afx_msg HCURSOR OnQueryDragIcon();
afx_msg void OnApply();
afx_msg void OnDefault();
afx_msg void OnLaunch();
//}}AFX_MSG
public:
virtual void OnCancel();
virtual void OnOK();
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_CLIENT_CONFIGDLG_H__B16BC0AD_3679_4AFF_BC6C_3AB03CBC2948__INCLUDED_)
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// client_configDlg.h : header file
//
#if !defined(AFX_CLIENT_CONFIGDLG_H__B16BC0AD_3679_4AFF_BC6C_3AB03CBC2948__INCLUDED_)
#define AFX_CLIENT_CONFIGDLG_H__B16BC0AD_3679_4AFF_BC6C_3AB03CBC2948__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "bar.h"
#include "database.h"
#include "general_dlg.h"
#include "display_dlg.h"
#include "display_details_dlg.h"
#include "display_advanced_dlg.h"
#include "system_information_dlg.h"
#include "display_information_gl_dlg.h"
#include "display_information_d3d_dlg.h"
#include "sound_dlg.h"
// ***************************************************************************
// CClient_configDlg dialog
// ***************************************************************************
enum
{
TreeId = 255,
};
// ***************************************************************************
class CClient_configDlg : public CDialog
{
// Construction
public:
CClient_configDlg(CWnd* pParent = NULL); // standard constructor
// Bitmaps
CBitmap Bitmaps[BitmapCount];
// Fonts
CFont BarFont;
// Controls
CStatic Left;
CStatic Icon;
CBar Top;
CBar Bottom;
CTreeCtrl Tree;
// Dialogs
CDialog *Dialogs[PageCount];
CGeneralDlg GeneralDlg;
CDisplayDlg DisplayDlg;
CDisplayDetailsDlg DisplayDetailsDlg;
CDisplayAdvancedDlg DisplayAdvancedDlg;
CSoundDlg SoundDlg;
CSystemInformationDlg SystemInformationDlg;
CDisplayInformationGlDlg DisplayInformationGLDlg;
CDisplayInformationD3DDlg DisplayInformationD3DDlg;
// Large label top bar string
ucstring TopLargeLabel;
// Methods
void InvalidateBar ();
// Overrided
virtual
BOOL UpdateData ( BOOL bSaveAndValidate );
void setPage (uint pageId);
void translateTree ();
void changeLanguage (const char *language);
// Dialog Data
//{{AFX_DATA(CClient_configDlg)
enum { IDD = IDD_CLIENT_CONFIG_DIALOG };
CButton ApplyCtrl;
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CClient_configDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
virtual BOOL OnNotify(WPARAM wParam, LPARAM lParam, LRESULT* pResult);
//}}AFX_VIRTUAL
// Implementation
protected:
HICON m_hIcon;
uint _CurrentPage;
// Hwnd to stringId map
std::map<HWND, std::string> _HwndMap;
// Generated message map functions
//{{AFX_MSG(CClient_configDlg)
virtual BOOL OnInitDialog();
afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
afx_msg void OnPaint();
afx_msg HCURSOR OnQueryDragIcon();
afx_msg void OnApply();
afx_msg void OnDefault();
afx_msg void OnLaunch();
//}}AFX_MSG
public:
virtual void OnCancel();
virtual void OnOK();
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_CLIENT_CONFIGDLG_H__B16BC0AD_3679_4AFF_BC6C_3AB03CBC2948__INCLUDED_)

@ -1,220 +1,220 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "stdafx.h"
#include "database.h"
#include "resource.h"
#include "client_config.h"
using namespace NLMISC;
using namespace std;
// ***************************************************************************
// Bitmaps
// ***************************************************************************
const CBitmapId BitmapId[BitmapCount] =
{
{ IDB_DISPLAY },
{ IDB_DISPLAY_DETAILS },
{ IDB_DISPLAY_ADVANCED },
{ IDB_CARD },
{ IDB_GENERAL },
{ IDB_NETWORK },
{ IDB_SOUND },
{ IDB_UPDATE },
{ IDB_TOP_RIGHT },
{ IDB_WELCOME },
};
// ***************************************************************************
// Pages
// ***************************************************************************
CPage Root;
// ***************************************************************************
CPage Pages[PageCount];
// ***************************************************************************
void CreateDataBase ()
{
Pages[PageGeneral].init (PageGeneral, "uiConfigGeneral", true, BitmapGeneral, IDD_GENERAL, &Root);
Pages[PageDisplay].init (PageDisplay, "uiConfigDisplay", true, BitmapDisplay, IDD_DISPLAY, &Root);
Pages[PageDisplayDetails].init (PageDisplayDetails, "uiConfigDisplayDetails", false, BitmapDisplayDetails, IDD_DISPLAY_DETAILS, &Pages[PageDisplay]);
Pages[PageDisplayAdvanced].init (PageDisplayAdvanced, "uiConfigDisplayAdvanced", false, BitmapDisplayAdvanced, IDD_DISPLAY_ADVANCED, &Pages[PageDisplay]);
Pages[PageSound].init (PageSound, "uiConfigSound", true, BitmapSound, IDD_SOUND, &Root);
Pages[PageDisplaySysInfo].init (PageDisplaySysInfo, "uiConfigDisplaySysInfo", true, BitmapGeneral, IDD_SYSTEM_INFO, &Root);
Pages[PageDisplayOpenGLInfo].init (PageDisplayOpenGLInfo, "uiConfigDisplayOpenGLInfo", false, BitmapCard, IDD_DISPLAY_INFO, &Pages[PageDisplaySysInfo]);
Pages[PageDisplayOpenD3DInfo].init (PageDisplayOpenD3DInfo, "uiConfigDisplayD3DInfo", false, BitmapCard, IDD_DISPLAY_D3D, &Pages[PageDisplaySysInfo]);
};
// ***************************************************************************
CPage::CPage ()
{
Parent = NULL;
ChildId = 0xffffffff;
}
// ***************************************************************************
void CPage::init (uint id, const char *name, bool bold, uint icon, uint resid, CPage *parent)
{
PageId = id;
Parent = parent;
Icon = icon;
ResId = resid;
ChildId = (uint)parent->Children.size ();
if (parent)
parent->Children.push_back (this);
Name = name;
Bold = bold;
}
// ***************************************************************************
void CPage::select ()
{
}
// ***************************************************************************
// Config File default
// ***************************************************************************
NLMISC::CConfigFile ConfigFileDefault;
void LoadConfigFileDefault ()
{
try
{
ConfigFileDefault.load (CONFIG_DEFAULT_FILE_NAME);
}
catch (Exception &e)
{
theApp.error (CI18N::get ("uiConfigErrorReadingTheFile")+" "CONFIG_FILE_NAME" : "+string (e.what ()));
}
}
// ***************************************************************************
// Merge method
// ***************************************************************************
struct CMergeDescriptor
{
const char *Name;
TMergeMethod Method;
};
// ***************************************************************************
static const CMergeDescriptor MergeDescriptor[] =
{
{ "DivideTextureSizeBy2", PreferSuperior },
{ "LandscapeThreshold", PreferInferior },
{ "MicroVeget", PreferFalse },
{ "HDEntityTexture", PreferFalse },
{ "Shadows", PreferFalse },
{ "DisableDXTC", PreferFalse },
{ "DisableVtxProgram", PreferTrue },
{ "DisableVtxAGP", PreferTrue },
{ "DisableTextureShdr", PreferTrue },
{ "SoundOn", PreferFalse },
{ "UseEax", PreferFalse },
{ "MaxTrack", PreferSuperior },
};
// ***************************************************************************
TMergeMethod GetMergeMethod (const char *varName)
{
const uint count = sizeof (MergeDescriptor) / sizeof (CMergeDescriptor);
uint i;
for (i=0; i<count; i++)
{
if (strcmp (MergeDescriptor[i].Name, varName) == 0)
return MergeDescriptor[i].Method;
}
return PreferInferior;
}
// ***************************************************************************
const float QualityToLandscapeThreshold[QUALITY_STEP] =
{
100.0f,
200.0f,
1000.0f,
2000.0f,
};
// ***************************************************************************
const float QualityToZFar[QUALITY_STEP] =
{
200,
300,
500,
1000,
};
// ***************************************************************************
const float QualityToLandscapeTileNear[QUALITY_STEP] =
{
20,
30,
50,
100,
};
// ***************************************************************************
const int QualityToSkinNbMaxPoly[QUALITY_STEP] =
{
15000,
30000,
50000,
100000,
};
// ***************************************************************************
const int QualityToNbMaxSkeletonNotCLod[QUALITY_STEP] =
{
10,
15,
20,
30,
};
// ***************************************************************************
const int QualityToFxNbMaxPoly[QUALITY_STEP] =
{
2500,
5000,
10000,
20000,
};
// ***************************************************************************
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "stdafx.h"
#include "database.h"
#include "resource.h"
#include "client_config.h"
using namespace NLMISC;
using namespace std;
// ***************************************************************************
// Bitmaps
// ***************************************************************************
const CBitmapId BitmapId[BitmapCount] =
{
{ IDB_DISPLAY },
{ IDB_DISPLAY_DETAILS },
{ IDB_DISPLAY_ADVANCED },
{ IDB_CARD },
{ IDB_GENERAL },
{ IDB_NETWORK },
{ IDB_SOUND },
{ IDB_UPDATE },
{ IDB_TOP_RIGHT },
{ IDB_WELCOME },
};
// ***************************************************************************
// Pages
// ***************************************************************************
CPage Root;
// ***************************************************************************
CPage Pages[PageCount];
// ***************************************************************************
void CreateDataBase ()
{
Pages[PageGeneral].init (PageGeneral, "uiConfigGeneral", true, BitmapGeneral, IDD_GENERAL, &Root);
Pages[PageDisplay].init (PageDisplay, "uiConfigDisplay", true, BitmapDisplay, IDD_DISPLAY, &Root);
Pages[PageDisplayDetails].init (PageDisplayDetails, "uiConfigDisplayDetails", false, BitmapDisplayDetails, IDD_DISPLAY_DETAILS, &Pages[PageDisplay]);
Pages[PageDisplayAdvanced].init (PageDisplayAdvanced, "uiConfigDisplayAdvanced", false, BitmapDisplayAdvanced, IDD_DISPLAY_ADVANCED, &Pages[PageDisplay]);
Pages[PageSound].init (PageSound, "uiConfigSound", true, BitmapSound, IDD_SOUND, &Root);
Pages[PageDisplaySysInfo].init (PageDisplaySysInfo, "uiConfigDisplaySysInfo", true, BitmapGeneral, IDD_SYSTEM_INFO, &Root);
Pages[PageDisplayOpenGLInfo].init (PageDisplayOpenGLInfo, "uiConfigDisplayOpenGLInfo", false, BitmapCard, IDD_DISPLAY_INFO, &Pages[PageDisplaySysInfo]);
Pages[PageDisplayOpenD3DInfo].init (PageDisplayOpenD3DInfo, "uiConfigDisplayD3DInfo", false, BitmapCard, IDD_DISPLAY_D3D, &Pages[PageDisplaySysInfo]);
};
// ***************************************************************************
CPage::CPage ()
{
Parent = NULL;
ChildId = 0xffffffff;
}
// ***************************************************************************
void CPage::init (uint id, const char *name, bool bold, uint icon, uint resid, CPage *parent)
{
PageId = id;
Parent = parent;
Icon = icon;
ResId = resid;
ChildId = (uint)parent->Children.size ();
if (parent)
parent->Children.push_back (this);
Name = name;
Bold = bold;
}
// ***************************************************************************
void CPage::select ()
{
}
// ***************************************************************************
// Config File default
// ***************************************************************************
NLMISC::CConfigFile ConfigFileDefault;
void LoadConfigFileDefault ()
{
try
{
ConfigFileDefault.load (CONFIG_DEFAULT_FILE_NAME);
}
catch (Exception &e)
{
theApp.error (CI18N::get ("uiConfigErrorReadingTheFile")+" "CONFIG_FILE_NAME" : "+string (e.what ()));
}
}
// ***************************************************************************
// Merge method
// ***************************************************************************
struct CMergeDescriptor
{
const char *Name;
TMergeMethod Method;
};
// ***************************************************************************
static const CMergeDescriptor MergeDescriptor[] =
{
{ "DivideTextureSizeBy2", PreferSuperior },
{ "LandscapeThreshold", PreferInferior },
{ "MicroVeget", PreferFalse },
{ "HDEntityTexture", PreferFalse },
{ "Shadows", PreferFalse },
{ "DisableDXTC", PreferFalse },
{ "DisableVtxProgram", PreferTrue },
{ "DisableVtxAGP", PreferTrue },
{ "DisableTextureShdr", PreferTrue },
{ "SoundOn", PreferFalse },
{ "UseEax", PreferFalse },
{ "MaxTrack", PreferSuperior },
};
// ***************************************************************************
TMergeMethod GetMergeMethod (const char *varName)
{
const uint count = sizeof (MergeDescriptor) / sizeof (CMergeDescriptor);
uint i;
for (i=0; i<count; i++)
{
if (strcmp (MergeDescriptor[i].Name, varName) == 0)
return MergeDescriptor[i].Method;
}
return PreferInferior;
}
// ***************************************************************************
const float QualityToLandscapeThreshold[QUALITY_STEP] =
{
100.0f,
200.0f,
1000.0f,
2000.0f,
};
// ***************************************************************************
const float QualityToZFar[QUALITY_STEP] =
{
200,
300,
500,
1000,
};
// ***************************************************************************
const float QualityToLandscapeTileNear[QUALITY_STEP] =
{
20,
30,
50,
100,
};
// ***************************************************************************
const int QualityToSkinNbMaxPoly[QUALITY_STEP] =
{
15000,
30000,
50000,
100000,
};
// ***************************************************************************
const int QualityToNbMaxSkeletonNotCLod[QUALITY_STEP] =
{
10,
15,
20,
30,
};
// ***************************************************************************
const int QualityToFxNbMaxPoly[QUALITY_STEP] =
{
2500,
5000,
10000,
20000,
};
// ***************************************************************************

@ -1,172 +1,172 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_DATABASE_H
#define NL_DATABASE_H
// ***************************************************************************
// Bitmaps
// ***************************************************************************
enum
{
BitmapDisplay = 0,
BitmapDisplayDetails,
BitmapDisplayAdvanced,
BitmapCard,
BitmapGeneral,
BitmapNetwork,
BitmapSound,
BitmapUpdate,
BitmapTopRight,
BitmapWelcome,
BitmapCount,
};
// ***************************************************************************
struct CBitmapId
{
public:
uint ResId;
};
// ***************************************************************************
extern const CBitmapId BitmapId[BitmapCount];
// ***************************************************************************
// Pages
// ***************************************************************************
enum
{
PageGeneral=0,
PageDisplay,
PageDisplayDetails,
PageDisplayAdvanced,
PageSound,
PageDisplaySysInfo,
PageDisplayOpenGLInfo,
PageDisplayOpenD3DInfo,
PageCount
};
// ***************************************************************************
/**
* Data page
*
* \author Cyril 'Hulud' Corvazier
* \author Nevrax France
* \date 2003
*/
class CPage
{
public:
/// Constructor
CPage ();
void init (uint id, const char *name, bool bold, uint icon, uint resid, CPage *parent);
void select ();
bool Bold;
uint ChildId;
uint ResId;
uint PageId;
std::string Name;
uint Icon;
CPage *Parent;
std::vector<CPage*> Children;
};
// ***************************************************************************
extern CPage Pages[PageCount];
// ***************************************************************************
extern CPage Root;
// ***************************************************************************
void CreateDataBase ();
// ***************************************************************************
// Config File default
// ***************************************************************************
void LoadConfigFileDefault ();
extern NLMISC::CConfigFile ConfigFileDefault;
// ***************************************************************************
// Merge method
// ***************************************************************************
enum TMergeMethod
{
PreferInferior = 0, // Default
PreferSuperior,
PreferTrue,
PreferFalse,
};
TMergeMethod GetMergeMethod (const char *varName);
// ***************************************************************************
// Quality
// ***************************************************************************
#define QUALITY_STEP 4
#define QUALITY_TEXTURE_STEP 3
extern const float QualityToLandscapeThreshold[QUALITY_STEP];
extern const float QualityToZFar[QUALITY_STEP];
extern const float QualityToLandscapeTileNear[QUALITY_STEP];
extern const int QualityToSkinNbMaxPoly[QUALITY_STEP];
extern const int QualityToNbMaxSkeletonNotCLod[QUALITY_STEP];
extern const int QualityToFxNbMaxPoly[QUALITY_STEP];
// ***************************************************************************
template<class T>
int GetQuality (const T *table, T value)
{
if (table[0] < table[QUALITY_STEP-1])
{
uint i=0;
while ((i<QUALITY_STEP) && (table[i]<value))
i++;
return i;
}
else
{
uint i=0;
while ((i<QUALITY_STEP) && (table[i]>value))
i++;
return i;
}
}
// ***************************************************************************
#endif // NL_DATABASE_H
/* End of database.h */
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef NL_DATABASE_H
#define NL_DATABASE_H
// ***************************************************************************
// Bitmaps
// ***************************************************************************
enum
{
BitmapDisplay = 0,
BitmapDisplayDetails,
BitmapDisplayAdvanced,
BitmapCard,
BitmapGeneral,
BitmapNetwork,
BitmapSound,
BitmapUpdate,
BitmapTopRight,
BitmapWelcome,
BitmapCount,
};
// ***************************************************************************
struct CBitmapId
{
public:
uint ResId;
};
// ***************************************************************************
extern const CBitmapId BitmapId[BitmapCount];
// ***************************************************************************
// Pages
// ***************************************************************************
enum
{
PageGeneral=0,
PageDisplay,
PageDisplayDetails,
PageDisplayAdvanced,
PageSound,
PageDisplaySysInfo,
PageDisplayOpenGLInfo,
PageDisplayOpenD3DInfo,
PageCount
};
// ***************************************************************************
/**
* Data page
*
* \author Cyril 'Hulud' Corvazier
* \author Nevrax France
* \date 2003
*/
class CPage
{
public:
/// Constructor
CPage ();
void init (uint id, const char *name, bool bold, uint icon, uint resid, CPage *parent);
void select ();
bool Bold;
uint ChildId;
uint ResId;
uint PageId;
std::string Name;
uint Icon;
CPage *Parent;
std::vector<CPage*> Children;
};
// ***************************************************************************
extern CPage Pages[PageCount];
// ***************************************************************************
extern CPage Root;
// ***************************************************************************
void CreateDataBase ();
// ***************************************************************************
// Config File default
// ***************************************************************************
void LoadConfigFileDefault ();
extern NLMISC::CConfigFile ConfigFileDefault;
// ***************************************************************************
// Merge method
// ***************************************************************************
enum TMergeMethod
{
PreferInferior = 0, // Default
PreferSuperior,
PreferTrue,
PreferFalse,
};
TMergeMethod GetMergeMethod (const char *varName);
// ***************************************************************************
// Quality
// ***************************************************************************
#define QUALITY_STEP 4
#define QUALITY_TEXTURE_STEP 3
extern const float QualityToLandscapeThreshold[QUALITY_STEP];
extern const float QualityToZFar[QUALITY_STEP];
extern const float QualityToLandscapeTileNear[QUALITY_STEP];
extern const int QualityToSkinNbMaxPoly[QUALITY_STEP];
extern const int QualityToNbMaxSkeletonNotCLod[QUALITY_STEP];
extern const int QualityToFxNbMaxPoly[QUALITY_STEP];
// ***************************************************************************
template<class T>
int GetQuality (const T *table, T value)
{
if (table[0] < table[QUALITY_STEP-1])
{
uint i=0;
while ((i<QUALITY_STEP) && (table[i]<value))
i++;
return i;
}
else
{
uint i=0;
while ((i<QUALITY_STEP) && (table[i]>value))
i++;
return i;
}
}
// ***************************************************************************
#endif // NL_DATABASE_H
/* End of database.h */

@ -1,95 +1,95 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// display_advanced_dlg.cpp : implementation file
//
#include "stdafx.h"
#include "client_config.h"
#include "display_advanced_dlg.h"
#include "cfg_file.h"
// ***************************************************************************
// CDisplayAdvancedDlg dialog
// ***************************************************************************
CDisplayAdvancedDlg::CDisplayAdvancedDlg(CWnd* pParent /*=NULL*/)
: CBaseDialog(CDisplayAdvancedDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CDisplayAdvancedDlg)
DisableAGPVertices = FALSE;
DisableTextureShaders = FALSE;
DisableVertexProgram = FALSE;
DisableDXTC = FALSE;
//}}AFX_DATA_INIT
}
// ***************************************************************************
void CDisplayAdvancedDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDisplayAdvancedDlg)
DDX_Check(pDX, IDC_DISABLE_AGP_VERTICES, DisableAGPVertices);
DDX_Check(pDX, IDC_DISABLE_TEXTURE_SHADERS, DisableTextureShaders);
DDX_Check(pDX, IDC_DISABLE_VERTEX_PROGRAM, DisableVertexProgram);
DDX_Check(pDX, IDC_FORCE_DXTC, DisableDXTC);
//}}AFX_DATA_MAP
}
// ***************************************************************************
BEGIN_MESSAGE_MAP(CDisplayAdvancedDlg, CDialog)
//{{AFX_MSG_MAP(CDisplayAdvancedDlg)
ON_BN_CLICKED(IDC_DISABLE_AGP_VERTICES, OnDisableAgpVertices)
ON_BN_CLICKED(IDC_DISABLE_TEXTURE_SHADERS, OnDisableTextureShaders)
ON_BN_CLICKED(IDC_DISABLE_VERTEX_PROGRAM, OnDisableVertexProgram)
ON_BN_CLICKED(IDC_FORCE_DXTC, OnForceDxtc)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CDisplayAdvancedDlg message handlers
// ***************************************************************************
void CDisplayAdvancedDlg::OnDisableAgpVertices()
{
InvalidateConfig ();
}
// ***************************************************************************
void CDisplayAdvancedDlg::OnDisableTextureShaders()
{
InvalidateConfig ();
}
// ***************************************************************************
void CDisplayAdvancedDlg::OnDisableVertexProgram()
{
InvalidateConfig ();
}
// ***************************************************************************
void CDisplayAdvancedDlg::OnForceDxtc()
{
InvalidateConfig ();
}
// ***************************************************************************
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// display_advanced_dlg.cpp : implementation file
//
#include "stdafx.h"
#include "client_config.h"
#include "display_advanced_dlg.h"
#include "cfg_file.h"
// ***************************************************************************
// CDisplayAdvancedDlg dialog
// ***************************************************************************
CDisplayAdvancedDlg::CDisplayAdvancedDlg(CWnd* pParent /*=NULL*/)
: CBaseDialog(CDisplayAdvancedDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CDisplayAdvancedDlg)
DisableAGPVertices = FALSE;
DisableTextureShaders = FALSE;
DisableVertexProgram = FALSE;
DisableDXTC = FALSE;
//}}AFX_DATA_INIT
}
// ***************************************************************************
void CDisplayAdvancedDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDisplayAdvancedDlg)
DDX_Check(pDX, IDC_DISABLE_AGP_VERTICES, DisableAGPVertices);
DDX_Check(pDX, IDC_DISABLE_TEXTURE_SHADERS, DisableTextureShaders);
DDX_Check(pDX, IDC_DISABLE_VERTEX_PROGRAM, DisableVertexProgram);
DDX_Check(pDX, IDC_FORCE_DXTC, DisableDXTC);
//}}AFX_DATA_MAP
}
// ***************************************************************************
BEGIN_MESSAGE_MAP(CDisplayAdvancedDlg, CDialog)
//{{AFX_MSG_MAP(CDisplayAdvancedDlg)
ON_BN_CLICKED(IDC_DISABLE_AGP_VERTICES, OnDisableAgpVertices)
ON_BN_CLICKED(IDC_DISABLE_TEXTURE_SHADERS, OnDisableTextureShaders)
ON_BN_CLICKED(IDC_DISABLE_VERTEX_PROGRAM, OnDisableVertexProgram)
ON_BN_CLICKED(IDC_FORCE_DXTC, OnForceDxtc)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CDisplayAdvancedDlg message handlers
// ***************************************************************************
void CDisplayAdvancedDlg::OnDisableAgpVertices()
{
InvalidateConfig ();
}
// ***************************************************************************
void CDisplayAdvancedDlg::OnDisableTextureShaders()
{
InvalidateConfig ();
}
// ***************************************************************************
void CDisplayAdvancedDlg::OnDisableVertexProgram()
{
InvalidateConfig ();
}
// ***************************************************************************
void CDisplayAdvancedDlg::OnForceDxtc()
{
InvalidateConfig ();
}
// ***************************************************************************

@ -1,70 +1,70 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_DISPLAY_ADVANCED_H__3B716022_3854_4A05_BC33_0A4738E2C37A__INCLUDED_)
#define AFX_DISPLAY_ADVANCED_H__3B716022_3854_4A05_BC33_0A4738E2C37A__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// display_advanced.h : header file
//
#include "base_dialog.h"
// ***************************************************************************
// CDisplayAdvancedDlg dialog
// ***************************************************************************
class CDisplayAdvancedDlg : public CBaseDialog
{
// Construction
public:
CDisplayAdvancedDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(CDisplayAdvancedDlg)
enum { IDD = IDD_DISPLAY_ADVANCED };
BOOL DisableAGPVertices;
BOOL DisableTextureShaders;
BOOL DisableVertexProgram;
BOOL DisableDXTC;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CDisplayAdvancedDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CDisplayAdvancedDlg)
afx_msg void OnDisableAgpVertices();
afx_msg void OnDisableTextureShaders();
afx_msg void OnDisableVertexProgram();
afx_msg void OnForceDxtc();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_DISPLAY_ADVANCED_H__3B716022_3854_4A05_BC33_0A4738E2C37A__INCLUDED_)
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_DISPLAY_ADVANCED_H__3B716022_3854_4A05_BC33_0A4738E2C37A__INCLUDED_)
#define AFX_DISPLAY_ADVANCED_H__3B716022_3854_4A05_BC33_0A4738E2C37A__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// display_advanced.h : header file
//
#include "base_dialog.h"
// ***************************************************************************
// CDisplayAdvancedDlg dialog
// ***************************************************************************
class CDisplayAdvancedDlg : public CBaseDialog
{
// Construction
public:
CDisplayAdvancedDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(CDisplayAdvancedDlg)
enum { IDD = IDD_DISPLAY_ADVANCED };
BOOL DisableAGPVertices;
BOOL DisableTextureShaders;
BOOL DisableVertexProgram;
BOOL DisableDXTC;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CDisplayAdvancedDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CDisplayAdvancedDlg)
afx_msg void OnDisableAgpVertices();
afx_msg void OnDisableTextureShaders();
afx_msg void OnDisableVertexProgram();
afx_msg void OnForceDxtc();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_DISPLAY_ADVANCED_H__3B716022_3854_4A05_BC33_0A4738E2C37A__INCLUDED_)

@ -1,136 +1,136 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// display_details_dlg.cpp : implementation file
//
#include "stdafx.h"
#include "base_dialog.h"
#include "client_config.h"
#include "database.h"
#include "cfg_file.h"
#include "display_details_dlg.h"
// ***************************************************************************
// CDisplayDetailsDlg dialog
// ***************************************************************************
CDisplayDetailsDlg::CDisplayDetailsDlg(CWnd* pParent /*=NULL*/)
: CBaseDialog(CDisplayDetailsDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CDisplayDetailsDlg)
CharacterQualityInt = 0;
FXQualityInt = 0;
LandscapeQualityInt = 0;
TextureQualityInt = 0;
//}}AFX_DATA_INIT
MaxTextureQuality= 1;
}
// ***************************************************************************
void CDisplayDetailsDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDisplayDetailsDlg)
DDX_Control(pDX, IDC_LANDSCAPE_QUALITY, LandscapeQuality);
DDX_Control(pDX, IDC_FX_QUALITY, FXQuality);
DDX_Control(pDX, IDC_CHARACTER_QUALITY, CharacterQuality);
DDX_Control(pDX, IDC_TEXTURE_QUALITY, TextureQuality);
DDX_Control(pDX, IDC_CHARACTER_QUALITY_VALUE, CharacterQualityValue);
DDX_Control(pDX, IDC_FX_QUALITY_VALUE, FXQualityValue);
DDX_Control(pDX, IDC_LANDSCAPE_QUALITY_VALUE, LandscapeQualityValue);
DDX_Control(pDX, IDC_TEXTURE_QUALITY_VALUE, TextureQualityValue);
DDX_Slider(pDX, IDC_CHARACTER_QUALITY, CharacterQualityInt);
DDX_Slider(pDX, IDC_FX_QUALITY, FXQualityInt);
DDX_Slider(pDX, IDC_LANDSCAPE_QUALITY, LandscapeQualityInt);
DDX_Slider(pDX, IDC_TEXTURE_QUALITY, TextureQualityInt);
//}}AFX_DATA_MAP
}
// ***************************************************************************
BEGIN_MESSAGE_MAP(CDisplayDetailsDlg, CDialog)
//{{AFX_MSG_MAP(CDisplayDetailsDlg)
ON_WM_HSCROLL()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CDisplayDetailsDlg message handlers
// ***************************************************************************
void InitQuality (CSliderCtrl &slider)
{
slider.SetRange (0, QUALITY_STEP-1);
}
// ***************************************************************************
BOOL CDisplayDetailsDlg::OnInitDialog()
{
CDialog::OnInitDialog();
InitQuality (LandscapeQuality);
InitQuality (CharacterQuality);
InitQuality (FXQuality);
TextureQuality.SetRange(0, MaxTextureQuality);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
// ***************************************************************************
void UpdateQuality (int quality, HWND hwnd)
{
static const char *qualityString[QUALITY_STEP] = { "uiConfigPoor", "uiConfigMedium", "uiConfigNormal", "uiConfigSuper"};
setWindowText(hwnd, (WCHAR*)NLMISC::CI18N::get (qualityString[quality]).c_str());
}
// ***************************************************************************
void CDisplayDetailsDlg::updateState ()
{
UpdateQuality (LandscapeQualityInt, LandscapeQualityValue);
UpdateQuality (FXQualityInt, FXQualityValue);
UpdateQuality (CharacterQualityInt, CharacterQualityValue);
// If control has bad range, reset
int rMin, rMax;
TextureQuality.GetRange(rMin, rMax);
if(rMin!=0 || rMax!=MaxTextureQuality)
TextureQuality.SetRange(0, MaxTextureQuality);
// update texture quality text
static const char *textureString[QUALITY_TEXTURE_STEP] = { "uiConfigTexturePoor", "uiConfigTextureNormal", "uiConfigTextureSuper"};
setWindowText(TextureQualityValue, (WCHAR*)NLMISC::CI18N::get (textureString[TextureQualityInt]).c_str());
}
// ***************************************************************************
void CDisplayDetailsDlg::OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar)
{
// TODO: Add your message handler code here and/or call default
UpdateData ();
updateState ();
UpdateData (FALSE);
InvalidateConfig ();
CDialog::OnHScroll(nSBCode, nPos, pScrollBar);
}
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// display_details_dlg.cpp : implementation file
//
#include "stdafx.h"
#include "base_dialog.h"
#include "client_config.h"
#include "database.h"
#include "cfg_file.h"
#include "display_details_dlg.h"
// ***************************************************************************
// CDisplayDetailsDlg dialog
// ***************************************************************************
CDisplayDetailsDlg::CDisplayDetailsDlg(CWnd* pParent /*=NULL*/)
: CBaseDialog(CDisplayDetailsDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CDisplayDetailsDlg)
CharacterQualityInt = 0;
FXQualityInt = 0;
LandscapeQualityInt = 0;
TextureQualityInt = 0;
//}}AFX_DATA_INIT
MaxTextureQuality= 1;
}
// ***************************************************************************
void CDisplayDetailsDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDisplayDetailsDlg)
DDX_Control(pDX, IDC_LANDSCAPE_QUALITY, LandscapeQuality);
DDX_Control(pDX, IDC_FX_QUALITY, FXQuality);
DDX_Control(pDX, IDC_CHARACTER_QUALITY, CharacterQuality);
DDX_Control(pDX, IDC_TEXTURE_QUALITY, TextureQuality);
DDX_Control(pDX, IDC_CHARACTER_QUALITY_VALUE, CharacterQualityValue);
DDX_Control(pDX, IDC_FX_QUALITY_VALUE, FXQualityValue);
DDX_Control(pDX, IDC_LANDSCAPE_QUALITY_VALUE, LandscapeQualityValue);
DDX_Control(pDX, IDC_TEXTURE_QUALITY_VALUE, TextureQualityValue);
DDX_Slider(pDX, IDC_CHARACTER_QUALITY, CharacterQualityInt);
DDX_Slider(pDX, IDC_FX_QUALITY, FXQualityInt);
DDX_Slider(pDX, IDC_LANDSCAPE_QUALITY, LandscapeQualityInt);
DDX_Slider(pDX, IDC_TEXTURE_QUALITY, TextureQualityInt);
//}}AFX_DATA_MAP
}
// ***************************************************************************
BEGIN_MESSAGE_MAP(CDisplayDetailsDlg, CDialog)
//{{AFX_MSG_MAP(CDisplayDetailsDlg)
ON_WM_HSCROLL()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CDisplayDetailsDlg message handlers
// ***************************************************************************
void InitQuality (CSliderCtrl &slider)
{
slider.SetRange (0, QUALITY_STEP-1);
}
// ***************************************************************************
BOOL CDisplayDetailsDlg::OnInitDialog()
{
CDialog::OnInitDialog();
InitQuality (LandscapeQuality);
InitQuality (CharacterQuality);
InitQuality (FXQuality);
TextureQuality.SetRange(0, MaxTextureQuality);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
// ***************************************************************************
void UpdateQuality (int quality, HWND hwnd)
{
static const char *qualityString[QUALITY_STEP] = { "uiConfigPoor", "uiConfigMedium", "uiConfigNormal", "uiConfigSuper"};
setWindowText(hwnd, (WCHAR*)NLMISC::CI18N::get (qualityString[quality]).c_str());
}
// ***************************************************************************
void CDisplayDetailsDlg::updateState ()
{
UpdateQuality (LandscapeQualityInt, LandscapeQualityValue);
UpdateQuality (FXQualityInt, FXQualityValue);
UpdateQuality (CharacterQualityInt, CharacterQualityValue);
// If control has bad range, reset
int rMin, rMax;
TextureQuality.GetRange(rMin, rMax);
if(rMin!=0 || rMax!=MaxTextureQuality)
TextureQuality.SetRange(0, MaxTextureQuality);
// update texture quality text
static const char *textureString[QUALITY_TEXTURE_STEP] = { "uiConfigTexturePoor", "uiConfigTextureNormal", "uiConfigTextureSuper"};
setWindowText(TextureQualityValue, (WCHAR*)NLMISC::CI18N::get (textureString[TextureQualityInt]).c_str());
}
// ***************************************************************************
void CDisplayDetailsDlg::OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar)
{
// TODO: Add your message handler code here and/or call default
UpdateData ();
updateState ();
UpdateData (FALSE);
InvalidateConfig ();
CDialog::OnHScroll(nSBCode, nPos, pScrollBar);
}

@ -1,79 +1,79 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_DISPLAY_DETAILS_DLG_H__EA308599_3498_4ACD_B048_142FF92055E6__INCLUDED_)
#define AFX_DISPLAY_DETAILS_DLG_H__EA308599_3498_4ACD_B048_142FF92055E6__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// display_details_dlg.h : header file
//
// ***************************************************************************
// CDisplayDetailsDlg dialog
// ***************************************************************************
class CDisplayDetailsDlg : public CBaseDialog
{
// Construction
public:
CDisplayDetailsDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(CDisplayDetailsDlg)
enum { IDD = IDD_DISPLAY_DETAILS };
CSliderCtrl LandscapeQuality;
CSliderCtrl CharacterQuality;
CSliderCtrl FXQuality;
CSliderCtrl TextureQuality;
CStatic CharacterQualityValue;
CStatic FXQualityValue;
CStatic LandscapeQualityValue;
CStatic TextureQualityValue;
int CharacterQualityInt;
int FXQualityInt;
int LandscapeQualityInt;
int TextureQualityInt;
//}}AFX_DATA
// 2, only for HD texture installed
int MaxTextureQuality;
void updateState ();
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CDisplayDetailsDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CDisplayDetailsDlg)
virtual BOOL OnInitDialog();
afx_msg void OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_DISPLAY_DETAILS_DLG_H__EA308599_3498_4ACD_B048_142FF92055E6__INCLUDED_)
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_DISPLAY_DETAILS_DLG_H__EA308599_3498_4ACD_B048_142FF92055E6__INCLUDED_)
#define AFX_DISPLAY_DETAILS_DLG_H__EA308599_3498_4ACD_B048_142FF92055E6__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// display_details_dlg.h : header file
//
// ***************************************************************************
// CDisplayDetailsDlg dialog
// ***************************************************************************
class CDisplayDetailsDlg : public CBaseDialog
{
// Construction
public:
CDisplayDetailsDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(CDisplayDetailsDlg)
enum { IDD = IDD_DISPLAY_DETAILS };
CSliderCtrl LandscapeQuality;
CSliderCtrl CharacterQuality;
CSliderCtrl FXQuality;
CSliderCtrl TextureQuality;
CStatic CharacterQualityValue;
CStatic FXQualityValue;
CStatic LandscapeQualityValue;
CStatic TextureQualityValue;
int CharacterQualityInt;
int FXQualityInt;
int LandscapeQualityInt;
int TextureQualityInt;
//}}AFX_DATA
// 2, only for HD texture installed
int MaxTextureQuality;
void updateState ();
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CDisplayDetailsDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CDisplayDetailsDlg)
virtual BOOL OnInitDialog();
afx_msg void OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_DISPLAY_DETAILS_DLG_H__EA308599_3498_4ACD_B048_142FF92055E6__INCLUDED_)

File diff suppressed because it is too large Load Diff

@ -1,166 +1,166 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_DISPLAY_DLG_H__1287701D_07D1_48F0_8F13_3FCE937DA3A2__INCLUDED_)
#define AFX_DISPLAY_DLG_H__1287701D_07D1_48F0_8F13_3FCE937DA3A2__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// display_dlg.h : header file
//
#include "base_dialog.h"
#include "resource.h"
// ***************************************************************************
// CDisplayDlg dialog
// ***************************************************************************
class CDisplayDlg : public CBaseDialog
{
// Construction
public:
CDisplayDlg(CWnd* pParent = NULL); // standard constructor
enum TDriverChoiceMode { DrvChooseAuto = 0, DrvChooseOpenGL, DrvChooseDirect3D, DrvChooseUnknwown = -1 };
enum TDriver { OpenGL = 0, Direct3D };
// Dialog Data
//{{AFX_DATA(CDisplayDlg)
enum { IDD = IDD_DISPLAY };
CStatic TextFS0;
CStatic TextWnd0;
CStatic TextWnd1;
CStatic TextWnd2;
CStatic TextWnd3;
CEdit PositionYCtrl;
CEdit PositionXCtrl;
CEdit HeightCtrl;
CEdit WidthCtrl;
CComboBox ModeCtrl;
int DriverChoiceMode; // one of the TDriverChoiceMode values
int Windowed;
UINT Width;
UINT Height;
int Mode;
int PositionX;
int PositionY;
//}}AFX_DATA
// Update data
void updateState ();
/** Get the selected driver (if Driver is in mode Auto, choose the best driver depending on the hardware)
* \return 0 for D3D & 1 for OpenGL
*/
TDriver getActualDriver() const;
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CDisplayDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CDisplayDlg)
afx_msg void OnFullscreen();
afx_msg void OnWindow();
virtual BOOL OnInitDialog();
afx_msg void OnDirect3d();
afx_msg void OnDrv3DAuto();
afx_msg void OnChangeHeight();
afx_msg void OnOpengl();
afx_msg void OnChangePositionX();
afx_msg void OnChangeWidth();
afx_msg void OnChangePositionY();
afx_msg void OnColorDepth32();
afx_msg void OnSelchangeMode();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
// ***************************************************************************
class CVideoMode
{
public:
uint Width;
uint Height;
uint ColorDepth; // 32 only
uint Frequency;
// Operator
bool operator== (const CVideoMode &other) const
{
return (Width == other.Width) && (Height == other.Height) && (ColorDepth == other.ColorDepth) && (Frequency == other.Frequency);
}
bool operator< (const CVideoMode &other) const
{
if (Width < other.Width) return true;
else if (Width > other.Width) return false;
else if (Height < other.Height) return true;
else if (Height > other.Height) return false;
else if (ColorDepth < other.ColorDepth) return true;
else if (ColorDepth > other.ColorDepth) return false;
else if (Frequency < other.Frequency) return true;
else return false;
}
};
// ***************************************************************************
enum
{
ModeOpenGL = 0,
ModeDirectX
};
// ***************************************************************************
extern std::vector<CVideoMode> VideoModes[2];
extern std::vector<std::string> GLExtensions;
extern std::string GLRenderer;
extern std::string GLVendor;
extern std::string GLVersion;
extern std::string D3DDescription;
extern std::string D3DDeviceName;
extern std::string D3DDriver;
extern std::string D3DDriverVersion;
extern std::string D3DVendor;
extern uint VideoMemory;
extern uint HardwareSoundBuffer;
extern uint64 SystemMemory;
extern uint CPUFrequency;
// ***************************************************************************
// Register video modes
void RegisterVideoModes (uint mode, NL3D::IDriver *driver);
// Get opengl information
bool GetSystemInformation (NL3D::IDriver *d3dDriver);
// ***************************************************************************
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_DISPLAY_DLG_H__1287701D_07D1_48F0_8F13_3FCE937DA3A2__INCLUDED_)
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_DISPLAY_DLG_H__1287701D_07D1_48F0_8F13_3FCE937DA3A2__INCLUDED_)
#define AFX_DISPLAY_DLG_H__1287701D_07D1_48F0_8F13_3FCE937DA3A2__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// display_dlg.h : header file
//
#include "base_dialog.h"
#include "resource.h"
// ***************************************************************************
// CDisplayDlg dialog
// ***************************************************************************
class CDisplayDlg : public CBaseDialog
{
// Construction
public:
CDisplayDlg(CWnd* pParent = NULL); // standard constructor
enum TDriverChoiceMode { DrvChooseAuto = 0, DrvChooseOpenGL, DrvChooseDirect3D, DrvChooseUnknwown = -1 };
enum TDriver { OpenGL = 0, Direct3D };
// Dialog Data
//{{AFX_DATA(CDisplayDlg)
enum { IDD = IDD_DISPLAY };
CStatic TextFS0;
CStatic TextWnd0;
CStatic TextWnd1;
CStatic TextWnd2;
CStatic TextWnd3;
CEdit PositionYCtrl;
CEdit PositionXCtrl;
CEdit HeightCtrl;
CEdit WidthCtrl;
CComboBox ModeCtrl;
int DriverChoiceMode; // one of the TDriverChoiceMode values
int Windowed;
UINT Width;
UINT Height;
int Mode;
int PositionX;
int PositionY;
//}}AFX_DATA
// Update data
void updateState ();
/** Get the selected driver (if Driver is in mode Auto, choose the best driver depending on the hardware)
* \return 0 for D3D & 1 for OpenGL
*/
TDriver getActualDriver() const;
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CDisplayDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CDisplayDlg)
afx_msg void OnFullscreen();
afx_msg void OnWindow();
virtual BOOL OnInitDialog();
afx_msg void OnDirect3d();
afx_msg void OnDrv3DAuto();
afx_msg void OnChangeHeight();
afx_msg void OnOpengl();
afx_msg void OnChangePositionX();
afx_msg void OnChangeWidth();
afx_msg void OnChangePositionY();
afx_msg void OnColorDepth32();
afx_msg void OnSelchangeMode();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
// ***************************************************************************
class CVideoMode
{
public:
uint Width;
uint Height;
uint ColorDepth; // 32 only
uint Frequency;
// Operator
bool operator== (const CVideoMode &other) const
{
return (Width == other.Width) && (Height == other.Height) && (ColorDepth == other.ColorDepth) && (Frequency == other.Frequency);
}
bool operator< (const CVideoMode &other) const
{
if (Width < other.Width) return true;
else if (Width > other.Width) return false;
else if (Height < other.Height) return true;
else if (Height > other.Height) return false;
else if (ColorDepth < other.ColorDepth) return true;
else if (ColorDepth > other.ColorDepth) return false;
else if (Frequency < other.Frequency) return true;
else return false;
}
};
// ***************************************************************************
enum
{
ModeOpenGL = 0,
ModeDirectX
};
// ***************************************************************************
extern std::vector<CVideoMode> VideoModes[2];
extern std::vector<std::string> GLExtensions;
extern std::string GLRenderer;
extern std::string GLVendor;
extern std::string GLVersion;
extern std::string D3DDescription;
extern std::string D3DDeviceName;
extern std::string D3DDriver;
extern std::string D3DDriverVersion;
extern std::string D3DVendor;
extern uint VideoMemory;
extern uint HardwareSoundBuffer;
extern uint64 SystemMemory;
extern uint CPUFrequency;
// ***************************************************************************
// Register video modes
void RegisterVideoModes (uint mode, NL3D::IDriver *driver);
// Get opengl information
bool GetSystemInformation (NL3D::IDriver *d3dDriver);
// ***************************************************************************
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_DISPLAY_DLG_H__1287701D_07D1_48F0_8F13_3FCE937DA3A2__INCLUDED_)

@ -1,73 +1,73 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// display_information_d3d_dlg.cpp : implementation file
//
#include "stdafx.h"
#include "client_config.h"
#include "display_information_d3d_dlg.h"
#include "display_dlg.h"
// ***************************************************************************
// CDisplayInformationD3DDlg dialog
// ***************************************************************************
CDisplayInformationD3DDlg::CDisplayInformationD3DDlg(CWnd* pParent /*=NULL*/)
: CBaseDialog(CDisplayInformationD3DDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CDisplayInformationD3DDlg)
//}}AFX_DATA_INIT
}
// ***************************************************************************
void CDisplayInformationD3DDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDisplayInformationD3DDlg)
DDX_Control(pDX, IDC_D3D_DRIVER_VERSION, DriverVersion);
DDX_Control(pDX, IDC_D3D_DRIVER, Driver);
DDX_Control(pDX, IDC_D3D_DESCRIPTION, Description);
//}}AFX_DATA_MAP
}
// ***************************************************************************
BEGIN_MESSAGE_MAP(CDisplayInformationD3DDlg, CDialog)
//{{AFX_MSG_MAP(CDisplayInformationD3DDlg)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CDisplayInformationD3DDlg message handlers
// ***************************************************************************
BOOL CDisplayInformationD3DDlg::OnInitDialog()
{
CDialog::OnInitDialog();
Description.SetWindowText (D3DDescription.c_str ());
Driver.SetWindowText (D3DDriver.c_str ());
DriverVersion.SetWindowText (D3DDriverVersion.c_str ());
UpdateData (TRUE);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
// ***************************************************************************
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// display_information_d3d_dlg.cpp : implementation file
//
#include "stdafx.h"
#include "client_config.h"
#include "display_information_d3d_dlg.h"
#include "display_dlg.h"
// ***************************************************************************
// CDisplayInformationD3DDlg dialog
// ***************************************************************************
CDisplayInformationD3DDlg::CDisplayInformationD3DDlg(CWnd* pParent /*=NULL*/)
: CBaseDialog(CDisplayInformationD3DDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CDisplayInformationD3DDlg)
//}}AFX_DATA_INIT
}
// ***************************************************************************
void CDisplayInformationD3DDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDisplayInformationD3DDlg)
DDX_Control(pDX, IDC_D3D_DRIVER_VERSION, DriverVersion);
DDX_Control(pDX, IDC_D3D_DRIVER, Driver);
DDX_Control(pDX, IDC_D3D_DESCRIPTION, Description);
//}}AFX_DATA_MAP
}
// ***************************************************************************
BEGIN_MESSAGE_MAP(CDisplayInformationD3DDlg, CDialog)
//{{AFX_MSG_MAP(CDisplayInformationD3DDlg)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CDisplayInformationD3DDlg message handlers
// ***************************************************************************
BOOL CDisplayInformationD3DDlg::OnInitDialog()
{
CDialog::OnInitDialog();
Description.SetWindowText (D3DDescription.c_str ());
Driver.SetWindowText (D3DDriver.c_str ());
DriverVersion.SetWindowText (D3DDriverVersion.c_str ());
UpdateData (TRUE);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
// ***************************************************************************

@ -1,66 +1,66 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_DISPLAY_INFORMATION_D3D_DLG_H__90FE554C_8224_4A68_94CE_65D71FED52F8__INCLUDED_)
#define AFX_DISPLAY_INFORMATION_D3D_DLG_H__90FE554C_8224_4A68_94CE_65D71FED52F8__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// display_information_d3d_dlg.h : header file
//
#include "base_dialog.h"
/////////////////////////////////////////////////////////////////////////////
// CDisplayInformationD3DDlg dialog
class CDisplayInformationD3DDlg : public CBaseDialog
{
// Construction
public:
CDisplayInformationD3DDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(CDisplayInformationD3DDlg)
enum { IDD = IDD_DISPLAY_D3D };
CStatic DriverVersion;
CStatic Driver;
CStatic Description;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CDisplayInformationD3DDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CDisplayInformationD3DDlg)
virtual BOOL OnInitDialog();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_DISPLAY_INFORMATION_D3D_DLG_H__90FE554C_8224_4A68_94CE_65D71FED52F8__INCLUDED_)
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_DISPLAY_INFORMATION_D3D_DLG_H__90FE554C_8224_4A68_94CE_65D71FED52F8__INCLUDED_)
#define AFX_DISPLAY_INFORMATION_D3D_DLG_H__90FE554C_8224_4A68_94CE_65D71FED52F8__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// display_information_d3d_dlg.h : header file
//
#include "base_dialog.h"
/////////////////////////////////////////////////////////////////////////////
// CDisplayInformationD3DDlg dialog
class CDisplayInformationD3DDlg : public CBaseDialog
{
// Construction
public:
CDisplayInformationD3DDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(CDisplayInformationD3DDlg)
enum { IDD = IDD_DISPLAY_D3D };
CStatic DriverVersion;
CStatic Driver;
CStatic Description;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CDisplayInformationD3DDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CDisplayInformationD3DDlg)
virtual BOOL OnInitDialog();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_DISPLAY_INFORMATION_D3D_DLG_H__90FE554C_8224_4A68_94CE_65D71FED52F8__INCLUDED_)

@ -1,77 +1,77 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// display_information_gl_dlg.cpp : implementation file
//
#include "stdafx.h"
#include "client_config.h"
#include "display_information_gl_dlg.h"
#include "display_dlg.h"
// ***************************************************************************
// CDisplayInformationGlDlg dialog
// ***************************************************************************
CDisplayInformationGlDlg::CDisplayInformationGlDlg(CWnd* pParent /*=NULL*/)
: CBaseDialog(CDisplayInformationGlDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CDisplayInformationGlDlg)
//}}AFX_DATA_INIT
}
// ***************************************************************************
void CDisplayInformationGlDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDisplayInformationGlDlg)
DDX_Control(pDX, IDC_GL_VERSION, VersionCtrl);
DDX_Control(pDX, IDC_GL_VENDOR, VendorCtrl);
DDX_Control(pDX, IDC_GL_RENDERER, RendererCtrl);
DDX_Control(pDX, IDC_EXTENSION, Extensions);
//}}AFX_DATA_MAP
}
// ***************************************************************************
BEGIN_MESSAGE_MAP(CDisplayInformationGlDlg, CDialog)
//{{AFX_MSG_MAP(CDisplayInformationGlDlg)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CDisplayInformationGlDlg message handlers
// ***************************************************************************
BOOL CDisplayInformationGlDlg::OnInitDialog()
{
CDialog::OnInitDialog();
RendererCtrl.SetWindowText (GLRenderer.c_str ());
VendorCtrl.SetWindowText (GLVendor.c_str ());
VersionCtrl.SetWindowText (GLVersion.c_str ());
uint i;
for (i=0; i<GLExtensions.size (); i++)
Extensions.InsertString (-1, GLExtensions[i].c_str ());
UpdateData (TRUE);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
// ***************************************************************************
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// display_information_gl_dlg.cpp : implementation file
//
#include "stdafx.h"
#include "client_config.h"
#include "display_information_gl_dlg.h"
#include "display_dlg.h"
// ***************************************************************************
// CDisplayInformationGlDlg dialog
// ***************************************************************************
CDisplayInformationGlDlg::CDisplayInformationGlDlg(CWnd* pParent /*=NULL*/)
: CBaseDialog(CDisplayInformationGlDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CDisplayInformationGlDlg)
//}}AFX_DATA_INIT
}
// ***************************************************************************
void CDisplayInformationGlDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDisplayInformationGlDlg)
DDX_Control(pDX, IDC_GL_VERSION, VersionCtrl);
DDX_Control(pDX, IDC_GL_VENDOR, VendorCtrl);
DDX_Control(pDX, IDC_GL_RENDERER, RendererCtrl);
DDX_Control(pDX, IDC_EXTENSION, Extensions);
//}}AFX_DATA_MAP
}
// ***************************************************************************
BEGIN_MESSAGE_MAP(CDisplayInformationGlDlg, CDialog)
//{{AFX_MSG_MAP(CDisplayInformationGlDlg)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CDisplayInformationGlDlg message handlers
// ***************************************************************************
BOOL CDisplayInformationGlDlg::OnInitDialog()
{
CDialog::OnInitDialog();
RendererCtrl.SetWindowText (GLRenderer.c_str ());
VendorCtrl.SetWindowText (GLVendor.c_str ());
VersionCtrl.SetWindowText (GLVersion.c_str ());
uint i;
for (i=0; i<GLExtensions.size (); i++)
Extensions.InsertString (-1, GLExtensions[i].c_str ());
UpdateData (TRUE);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
// ***************************************************************************

@ -1,67 +1,67 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_DISPLAY_INFORMATION_GL_DLG_H__296CBB2A_5856_4C1D_94AD_8509265543E2__INCLUDED_)
#define AFX_DISPLAY_INFORMATION_GL_DLG_H__296CBB2A_5856_4C1D_94AD_8509265543E2__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// display_information_gl_dlg.h : header file
//
#include "base_dialog.h"
// ***************************************************************************
// CDisplayInformationGlDlg dialog
// ***************************************************************************
class CDisplayInformationGlDlg : public CBaseDialog
{
// Construction
public:
CDisplayInformationGlDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(CDisplayInformationGlDlg)
enum { IDD = IDD_DISPLAY_INFO };
CStatic VersionCtrl;
CStatic VendorCtrl;
CStatic RendererCtrl;
CListBox Extensions;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CDisplayInformationGlDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CDisplayInformationGlDlg)
virtual BOOL OnInitDialog();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_DISPLAY_INFORMATION_GL_DLG_H__296CBB2A_5856_4C1D_94AD_8509265543E2__INCLUDED_)
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#if !defined(AFX_DISPLAY_INFORMATION_GL_DLG_H__296CBB2A_5856_4C1D_94AD_8509265543E2__INCLUDED_)
#define AFX_DISPLAY_INFORMATION_GL_DLG_H__296CBB2A_5856_4C1D_94AD_8509265543E2__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// display_information_gl_dlg.h : header file
//
#include "base_dialog.h"
// ***************************************************************************
// CDisplayInformationGlDlg dialog
// ***************************************************************************
class CDisplayInformationGlDlg : public CBaseDialog
{
// Construction
public:
CDisplayInformationGlDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(CDisplayInformationGlDlg)
enum { IDD = IDD_DISPLAY_INFO };
CStatic VersionCtrl;
CStatic VendorCtrl;
CStatic RendererCtrl;
CListBox Extensions;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CDisplayInformationGlDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CDisplayInformationGlDlg)
virtual BOOL OnInitDialog();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_DISPLAY_INFORMATION_GL_DLG_H__296CBB2A_5856_4C1D_94AD_8509265543E2__INCLUDED_)

@ -1,111 +1,111 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// general_dlg.cpp : implementation file
//
#include "stdafx.h"
#include "client_config.h"
#include "general_dlg.h"
#include "cfg_file.h"
#include "client_configdlg.h"
// ***************************************************************************
// CGeneralDlg dialog
// ***************************************************************************
CGeneralDlg::CGeneralDlg(CWnd* pParent /*=NULL*/)
: CBaseDialog(CGeneralDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CGeneralDlg)
Sleep = FALSE;
SaveConfig = FALSE;
Language = -1;
//}}AFX_DATA_INIT
}
// ***************************************************************************
void CGeneralDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CGeneralDlg)
DDX_Check(pDX, IDC_SLEEP, Sleep);
DDX_Check(pDX, IDC_SAVE_CONFIG, SaveConfig);
DDX_CBIndex(pDX, IDC_LANGUAGE, Language);
//}}AFX_DATA_MAP
}
// ***************************************************************************
BEGIN_MESSAGE_MAP(CGeneralDlg, CDialog)
//{{AFX_MSG_MAP(CGeneralDlg)
ON_BN_CLICKED(IDC_SLEEP, OnSleep)
ON_BN_CLICKED(IDC_SAVE_CONFIG, OnSaveConfig)
ON_CBN_SELENDOK(IDC_LANGUAGE, OnSelendokLanguage)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CGeneralDlg message handlers
// ***************************************************************************
void CGeneralDlg::OnSleep()
{
UpdateData (TRUE);
updateState ();
UpdateData (FALSE);
InvalidateConfig ();
}
// ***************************************************************************
void CGeneralDlg::updateState ()
{
}
// ***************************************************************************
void CGeneralDlg::OnSaveConfig()
{
InvalidateConfig ();
}
// ***************************************************************************
BOOL CGeneralDlg::OnInitDialog()
{
CDialog::OnInitDialog();
updateState ();
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
// ***************************************************************************
void CGeneralDlg::OnSelendokLanguage()
{
InvalidateConfig ();
// Localize the windows
CClient_configDlg *dlg = (CClient_configDlg*)theApp.m_pMainWnd;
dlg->UpdateData (TRUE);
dlg->changeLanguage (::GetIntForceLanguage()?"en" : (dlg->GeneralDlg.Language==2)?"de":(dlg->GeneralDlg.Language==1)?"fr":"en");
}
// ***************************************************************************
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
// general_dlg.cpp : implementation file
//
#include "stdafx.h"
#include "client_config.h"
#include "general_dlg.h"
#include "cfg_file.h"
#include "client_configdlg.h"
// ***************************************************************************
// CGeneralDlg dialog
// ***************************************************************************
CGeneralDlg::CGeneralDlg(CWnd* pParent /*=NULL*/)
: CBaseDialog(CGeneralDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CGeneralDlg)
Sleep = FALSE;
SaveConfig = FALSE;
Language = -1;
//}}AFX_DATA_INIT
}
// ***************************************************************************
void CGeneralDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CGeneralDlg)
DDX_Check(pDX, IDC_SLEEP, Sleep);
DDX_Check(pDX, IDC_SAVE_CONFIG, SaveConfig);
DDX_CBIndex(pDX, IDC_LANGUAGE, Language);
//}}AFX_DATA_MAP
}
// ***************************************************************************
BEGIN_MESSAGE_MAP(CGeneralDlg, CDialog)
//{{AFX_MSG_MAP(CGeneralDlg)
ON_BN_CLICKED(IDC_SLEEP, OnSleep)
ON_BN_CLICKED(IDC_SAVE_CONFIG, OnSaveConfig)
ON_CBN_SELENDOK(IDC_LANGUAGE, OnSelendokLanguage)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CGeneralDlg message handlers
// ***************************************************************************
void CGeneralDlg::OnSleep()
{
UpdateData (TRUE);
updateState ();
UpdateData (FALSE);
InvalidateConfig ();
}
// ***************************************************************************
void CGeneralDlg::updateState ()
{
}
// ***************************************************************************
void CGeneralDlg::OnSaveConfig()
{
InvalidateConfig ();
}
// ***************************************************************************
BOOL CGeneralDlg::OnInitDialog()
{
CDialog::OnInitDialog();
updateState ();
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
// ***************************************************************************
void CGeneralDlg::OnSelendokLanguage()
{
InvalidateConfig ();
// Localize the windows
CClient_configDlg *dlg = (CClient_configDlg*)theApp.m_pMainWnd;
dlg->UpdateData (TRUE);
dlg->changeLanguage (::GetIntForceLanguage()?"en" : (dlg->GeneralDlg.Language==2)?"de":(dlg->GeneralDlg.Language==1)?"fr":"en");
}
// ***************************************************************************

Some files were not shown because too many files have changed in this diff Show More

Loading…
Cancel
Save