diff --git a/code/ryzom/tools/build_gamedata/workspace/common/cfg/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/cfg/directories.py
deleted file mode 100644
index f5bcc766a..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/cfg/directories.py
+++ /dev/null
@@ -1,82 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/cfg/process.py b/code/ryzom/tools/build_gamedata/workspace/common/cfg/process.py
deleted file mode 100644
index 4e3b52ab0..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/cfg/process.py
+++ /dev/null
@@ -1,37 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "copy" ]
-
-
-# *** COMMON NAMES AND PATHS ***
-CommonName = "cfg"
-CommonPath = "common/" + CommonName
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters/anim_builder.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters/anim_builder.cfg
deleted file mode 100644
index 08128b23e..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/characters/anim_builder.cfg
+++ /dev/null
@@ -1,15 +0,0 @@
-
-// ***************************
-// Animation Optimizer
-// ***************************
-
-// Tracks which contain one of those name (eg "Bip01 Finger11.rotquat") will be mark as "Low Precision".
-// Usefull for memory optimisation. Avoid setting legs or root bones. Warning: case sensitive.
-anim_low_precision_tracks=
-{
-"Finger",
-"Ponytail",
-};
-
-// The Sample Rate.
-anim_sample_rate= 30;
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/characters/directories.py
deleted file mode 100644
index 0751eb523..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/characters/directories.py
+++ /dev/null
@@ -1,190 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters/process.py b/code/ryzom/tools/build_gamedata/workspace/common/characters/process.py
deleted file mode 100644
index 1250ae387..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/characters/process.py
+++ /dev/null
@@ -1,108 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/directories.py
deleted file mode 100644
index e58a3e0a6..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/directories.py
+++ /dev/null
@@ -1,78 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_common.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_common.cfg
deleted file mode 100644
index ad93114b0..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_common.cfg
+++ /dev/null
@@ -1,64 +0,0 @@
-
-// A character that is used to generate output names when a mask is not defined for a texture.
-default_col_char = "_";
-// default ascii character for unused masks
-default_separator = "_";
-
-// output format
-output_format = "tga";
-
-// the types of bitmaps that must be loaded from the source folder
-bitmap_extensions = { "TGA", "tga", "PNG", "png" };
-
-// tranform 512*512 to 64*64 by default
-// low_def_shift = 3;
-
-/////////////////////////////////////////////
-
-// Let's define colors for mask1
-// hues are in the [0, 360] range and are interpreted as an absolute value
-// 0 Red
-// 60 Yellow
-// 120 Green
-// 180 Cyan
-// 240 Blue
-// 300 Magenta
-
-// lightness are in the [-1, 1] range and are interpreted as a relative value
-// brightness are in the [-1, 1] range and are interpreted as a relative value
-
-// luminosities is interpreted as an added gray level. It usually ranges from -100 to 100 (like with photoshop)
-// A luminositie of 0 means it is unmodified
-// contrasts modulate the distance between colors components and the avg grey in the bitmap
-// If the contrasts is 0 we got unmodified color.
-// If the contrast is 100 the colors becomes pure
-// If the contrast is -100 the colors becomes grey
-
-/////////////////////////////////////////////
-
-//skin_hues = { 30, 40, 35, 220 };
-skin_hues = { 23, 28, 27, 220 };
-skin_lightness = { -0.1, 0.1, 0.0, -0.2 };
-skin_saturations = { 0.05, -0.15, 0.0, -0.3 };
-
-skin_luminosities = { 0.0, 0.0, 0.0, 0.0 };
-skin_constrasts = { 0.0, 0.0, 0.0, 0.0 };
-
-// the color ids define the letters that are used to build the file
-skin_color_id = { "FY", "MA", "TR", "ZO" };
-
-/////////////////////////////////////////////
-
-//user_hues = { 0, 35, 80, 150, 210, 250, 0, 0 };
-user_hues = { 10, 30, 78, 153, 212, 345, 35, 235 };
-user_lightness = { 0.0, 0.0, 0.0, -0.05, 0.0, 0.0, 0.1, -0.1 };
-user_saturations = { 0.3, 0.2, 0.1, 0.25, -0.02, 0.0, -0.2, -0.25 };
-
-user_luminosities = { -20, 0, -10, -20, -30, -35, 50, -30 };
-user_constrasts = { 0, 0, 5, 5, 7, 10, 40, -10 };
-
-// the color ids define the letters that are used to build the file
-//user_color_id = { "_A", "_B", "_C", "_D", "_E", "_F", "blanc", "noir" };
-user_color_id = { "U1", "U2", "U3", "U4", "U5", "U6", "U7", "U8" };
-
-/////////////////////////////////////////////
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_fyros.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_fyros.cfg
deleted file mode 100644
index 83240b242..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_fyros.cfg
+++ /dev/null
@@ -1,31 +0,0 @@
-
-// the extension for the masks of the texture
-// If "mask1" is a extension, and that there's a bitmap name "tex_mask1", it is a "mask1" mask for tex
-// Each mask has its own set of colors
-mask_extensions = { "skin" , "user" , "hair" ,"eyes" };
-
-/////////////////////////////////////////////
-
-hair_hues = { 18, 42, 25, 10, 20, 240 };
-hair_lightness = { 0.1, 0.1, 0.1, 0.0, -0.1, -0.2 };
-hair_saturations = { -0.3, 0.2, 0.2, 0.4, 0.1, -0.3 };
-
-hair_luminosities = { 25.0, 10.0, 10.0, 10.0, 1.0, 20.0 };
-hair_constrasts = {40.0, 65.0, 40.0, 20.0, 20.0, 50.0 };
-
-// the color ids define the letters that are used to build the file
-hair_color_id = { "H1", "H2", "H3", "H4", "H5", "H6" };
-
-/////////////////////////////////////////////
-
-eyes_hues = { 50, 40, 10, 02, 250, 180, 90, 130 };
-eyes_lightness = { 0.2, 0.0, -0.1, -0.2, -0.1, -0.1, -0.1, -0.2 };
-eyes_saturations = { -0.4, 0.2, 0.2, 0.1, -0.1, -0.2, -0.1, -0.2 };
-
-eyes_luminosities = { 10.0, 5.0, 10.0, 00.0, 10.0, 30.0, 10.0, 0.0 };
-eyes_constrasts = { 20.0, 20.0, 20.0, 50.0, 40.0, 50.0, 40.0, 40.0 };
-
-// the color ids define the letters that are used to build the file
-eyes_color_id = { "E1", "E2", "E3", "E4", "E5", "E6", "E7", "E8" };
-
-/////////////////////////////////////////////
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_generique.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_generique.cfg
deleted file mode 100644
index 41bd8a2ef..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_generique.cfg
+++ /dev/null
@@ -1,7 +0,0 @@
-
-// the extension for the masks of the texture
-// If "mask1" is a extension, and that there's a bitmap name "tex_mask1", it is a "mask1" mask for tex
-// Each mask has its own set of colors
-mask_extensions = { "skin" , "user" };
-
-/////////////////////////////////////////////
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_matis.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_matis.cfg
deleted file mode 100644
index c1f394fbc..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_matis.cfg
+++ /dev/null
@@ -1,31 +0,0 @@
-
-// the extension for the masks of the texture
-// If "mask1" is a extension, and that there's a bitmap name "tex_mask1", it is a "mask1" mask for tex
-// Each mask has its own set of colors
-mask_extensions = { "skin" , "user" , "hair" ,"eyes" };
-
-/////////////////////////////////////////////
-
-hair_hues = { 30, 35, 15, 20, 140, 240 };
-hair_lightness = { 0.1, 0.1, 0.1, 0.1, 0.0, -0.1 };
-hair_saturations = { -0.2, 0.2, -0.1, 0.1, -0.2, -0.3 };
-
-hair_luminosities = { 25.0, 25.0, 20.0, 0.0, 40.0, 0.0 };
-hair_constrasts = {40.0, 60.0, 60.0, 40.0, 25.0, 10.0 };
-
-// the color ids define the letters that are used to build the file
-hair_color_id = { "H1", "H2", "H3", "H4", "H5", "H6" };
-
-/////////////////////////////////////////////
-
-eyes_hues = { 20, 30, 20, 200, 70, 130, 320, 200 };
-eyes_lightness = { 0.1, 0.0, -0.1, 0.0, 0.0, -0.1, -0.2, -0.2 };
-eyes_saturations = { -0.4, 0.2, 0.1, -0.2, -0.1, -0.2, -0.1, -0.3 };
-
-eyes_luminosities = { 50.0, 5.0, 0.0, 20.0, 10.0, 20.0, 0.0, 0.0 };
-eyes_constrasts = { 40.0, 20.0, 50.0, 50.0, 40.0, 40.0, 20.0, 40.0 };
-
-// the color ids define the letters that are used to build the file
-eyes_color_id = { "E1", "E2", "E3", "E4", "E5", "E6", "E7", "E8" };
-
-/////////////////////////////////////////////
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_tryker.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_tryker.cfg
deleted file mode 100644
index 4e87ecd01..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_tryker.cfg
+++ /dev/null
@@ -1,31 +0,0 @@
-
-// the extension for the masks of the texture
-// If "mask1" is a extension, and that there's a bitmap name "tex_mask1", it is a "mask1" mask for tex
-// Each mask has its own set of colors
-mask_extensions = { "skin" , "user" , "hair" ,"eyes" };
-
-/////////////////////////////////////////////
-
-hair_hues = { 140, 40, 20, 330, 300, 175 };
-hair_lightness = { 0.1, 0.1, -0.1, 0.0, -0.1, -0.2 };
-hair_saturations = { -0.3, 0.2, 0.1, 0.3, 0.1, 0.3 };
-
-hair_luminosities = { 30.0, 20.0, 0.0, 10.0, 10.0, 0.0 };
-hair_constrasts = {40.0, 60.0, 30.0, 40.0, 40.0, 10.0 };
-
-// the color ids define the letters that are used to build the file
-hair_color_id = { "H1", "H2", "H3", "H4", "H5", "H6" };
-
-/////////////////////////////////////////////
-
-eyes_hues = { 60, 40, 10, 250, 70, 320, 10, 200 };
-eyes_lightness = { 0.2, 0.0, -0.1, 0.1, -0.1, -0.1, -0.2, -0.2 };
-eyes_saturations = { -0.4, 0.1, 0.1, 0.0, -0.1, 0.0, -0.1, -0.3 };
-
-eyes_luminosities = { 10.0, 5.0, 0.0, 20.0, 10.0, 10.0, 0.0, 0.0 };
-eyes_constrasts = { 20.0, 20.0, 20.0, 40.0, 40.0, 40.0, 20.0, 40.0 };
-
-// the color ids define the letters that are used to build the file
-eyes_color_id = { "E1", "E2", "E3", "E4", "E5", "E6", "E7", "E8" };
-
-/////////////////////////////////////////////
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_zorai.cfg b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_zorai.cfg
deleted file mode 100644
index ec0da6045..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/panoply_zorai.cfg
+++ /dev/null
@@ -1,19 +0,0 @@
-
-// the extension for the masks of the texture
-// If "mask1" is a extension, and that there's a bitmap name "tex_mask1", it is a "mask1" mask for tex
-// Each mask has its own set of colors
-mask_extensions = { "skin" , "user" , "hair" };
-
-/////////////////////////////////////////////
-
-hair_hues = { 40, 70, 100, 20, 200, 280 };
-hair_lightness = { 0.1, 0.0, -0.1, 0.0, 0.0, 0.0 };
-hair_saturations = { 0.3, 0.3, 0.3, 0.5, 0.3, 0.3 };
-
-hair_luminosities = { 0.0, 0.0, 20.0, 0.0, 20.0, 20.0 };
-hair_constrasts = {50.0, 40.0, 30.0, 40.0, 40.0, 40.0 };
-
-// the color ids define the letters that are used to build the file
-hair_color_id = { "H1", "H2", "H3", "H4", "H5", "H6" };
-
-/////////////////////////////////////////////
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/process.py b/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/process.py
deleted file mode 100644
index c15ea5d24..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/characters_maps_hr/process.py
+++ /dev/null
@@ -1,81 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/construction/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/construction/directories.py
deleted file mode 100644
index 8228ac9b4..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/construction/directories.py
+++ /dev/null
@@ -1,168 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/construction/process.py b/code/ryzom/tools/build_gamedata/workspace/common/construction/process.py
deleted file mode 100644
index f2259fa4b..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/construction/process.py
+++ /dev/null
@@ -1,114 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "properties" ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_base.cfg b/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_base.cfg
deleted file mode 100644
index 9539f7f2f..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_base.cfg
+++ /dev/null
@@ -1,53 +0,0 @@
-
-// Bank file name
-bank_name = "";
-bankfar_name = "";
-
-// Search pathes
-search_pathes =
-{
- "%ExportBuildDirectory%/common/sfx/ps", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/shape_clodtex_build", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/shape_with_coarse_mesh", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/map_export", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/map_uncompressed", // Sfx directory
- "%ExportBuildDirectory%/common/construction/shape_clodtex_build", // Construction directory
- "%ExportBuildDirectory%/common/construction/shape_with_coarse_mesh", // Construction directory
- "%ExportBuildDirectory%/common/construction/map_export", // Construction directory
- "%ExportBuildDirectory%/common/construction/map_uncompressed", // Construction directory
-};
-
-// Additional ig file name
-additionnal_ig =
-{
-
-};
-
-// Sun direction.
-//sun_direction = { -0.095, +1.0, -0.50 };
-sun_direction = { -0.776685, +0.216619, -0.59147 };
-
-// Center of the landscape pointed by the sun
-sun_center = {9954, -11017, 0};
-
-// Distance of the sun
-sun_distance = 50000;
-
-// FOV of the sun in radian
-sun_fov = 0.52359877; // Pi / 6
-
-// Sun radius, (for softshadow sampling)
-sun_radius = 5000;
-
-// GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting
-grbank= "";
-
-// LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting
-rbank= "";
-
-// The lighter search in rbank any retriever with identifier ---igname*** as substring
-// where --- is col_identifier_prefix and *** is col_identifier_suffix
-// eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_",
-// then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig.
-col_identifier_prefix= "";
-col_identifier_suffix= "";
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_draft.cfg b/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_draft.cfg
deleted file mode 100644
index 07fad2f60..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_draft.cfg
+++ /dev/null
@@ -1,93 +0,0 @@
-
-// Load instance group. 0 disable, 1 enable
-load_ig = 0;
-
-// Use ig to compute dependencies 0 disable, 1 enable
-compute_dependencies_with_igs = 0;
-
-// Enable shadows. 0 disable, 1 enable
-shadow = 0;
-
-// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
-zbuffer_landscape_size = 32768;
-
-// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
-zbuffer_object_size = 98304;
-
-// Square root of the number of soft shadow samples
-soft_shadow_samples_sqrt = 4;
-
-// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
-soft_shadow_jitter = 0.4;
-
-// Enable the sun contribution. 0 disable, 1 enable
-sun_contribution = 1;
-
-// Enable the sky global illumaniation. 0 disable, 1 enable
-sky_contribution = 0;
-
-// The sky global illumaniation intensity . [0 ~ 1]
-sky_intensity = 0.20;
-
-// Accuracy of the sky global illumaniation algorithm in meter
-global_illumination_cell_size = 5;
-
-// shadow bias for water surfaces
-water_shadow_bias = 0.8;
-
-// ambient lighting for water. [0 ~ 1]
-water_ambient = 0.3;
-
-// diffuse lighting for water. [0 ~ 1]
-water_diffuse = 1.0;
-
-// true if the water color should be modulated with the source diffuse map
-modulate_water_color = 0;
-
-// 1 if the water should receive sky lighting contribution
-sky_contribution_for_water = 0;
-
-// Side length of landscape used to compute the sky global illumaniation in meter
-global_illumination_length = 600;
-
-// Size of the quad grid side in meter. Should be a power of 2. (optimisation)
-quad_grid_size = 512;
-
-// Size of a cell of the quad grid in meter. (optimisation)
-quad_grid_cell_size = 1;
-
-// Number of CPU used to calculate the lightmaps. 0 for automatic detection.
-cpu_num = 0;
-
-/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
-/// are above, below, or intersect a water surface (rough approximation).
-/// As a matter of fact, these flags are processed during hte lighting as well.
-vegetable_height = 2;
-
-
-
-
-// ***************************
-// Ig Lighting.
-// ***************************
-// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path
-
-
-// Oversampling value, must be 0 (disable), 2, 4, 8, 16
-// This apply to surface cells and instances.
-ig_oversampling = 16;
-
-
-// IG Surface Lighting (for ig_light process only)
-
-// If SurfaceLighting enabled, define size of a cell (in meters) in a surface.
-cell_surface_light_size = 1.5;
-
-// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs
-cell_raytrace_delta_z = 0.2;
-
-
-// Build debug surface shapes (slows the process)
-build_debug_surface_shape= 0;
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_final.cfg b/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_final.cfg
deleted file mode 100644
index 522c15d44..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/construction/properties_final.cfg
+++ /dev/null
@@ -1,93 +0,0 @@
-
-// Load instance group. 0 disable, 1 enable
-load_ig = 1;
-
-// Use ig to compute dependencies 0 disable, 1 enable
-compute_dependencies_with_igs = 1;
-
-// Enable shadows. 0 disable, 1 enable
-shadow = 1;
-
-// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
-zbuffer_landscape_size = 32768;
-
-// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
-zbuffer_object_size = 98304;
-
-// Square root of the number of soft shadow samples
-soft_shadow_samples_sqrt = 4;
-
-// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
-soft_shadow_jitter = 0.4;
-
-// Enable the sun contribution. 0 disable, 1 enable
-sun_contribution = 1;
-
-// Enable the sky global illumaniation. 0 disable, 1 enable
-sky_contribution = 1;
-
-// The sky global illumaniation intensity . [0 ~ 1]
-sky_intensity = 0.20;
-
-// Accuracy of the sky global illumaniation algorithm in meter
-global_illumination_cell_size = 5;
-
-// shadow bias for water surfaces
-water_shadow_bias = 0.8;
-
-// ambient lighting for water. [0 ~ 1]
-water_ambient = 0.3;
-
-// diffuse lighting for water. [0 ~ 1]
-water_diffuse = 1.0;
-
-// true if the water color should be modulated with the source diffuse map
-modulate_water_color = 0;
-
-// 1 if the water should receive sky lighting contribution
-sky_contribution_for_water = 0;
-
-// Side length of landscape used to compute the sky global illumaniation in meter
-global_illumination_length = 600;
-
-// Size of the quad grid side in meter. Should be a power of 2. (optimisation)
-quad_grid_size = 64;
-
-// Size of a cell of the quad grid in meter. (optimisation)
-quad_grid_cell_size = 2;
-
-// Number of CPU used to calculate the lightmaps. 0 for automatic detection.
-cpu_num = 0;
-
-/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
-/// are above, below, or intersect a water surface (rough approximation).
-/// As a matter of fact, these flags are processed during hte lighting as well.
-vegetable_height = 2;
-
-
-
-
-// ***************************
-// Ig Lighting.
-// ***************************
-// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path
-
-
-// Oversampling value, must be 0 (disable), 2, 4, 8, 16
-// This apply to surface cells and instances.
-ig_oversampling = 16;
-
-
-// IG Surface Lighting (for ig_light process only)
-
-// If SurfaceLighting enabled, define size of a cell (in meters) in a surface.
-cell_surface_light_size = 1.5;
-
-// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs
-cell_raytrace_delta_z = 0.2;
-
-
-// Build debug surface shapes (slows the process)
-build_debug_surface_shape= 0;
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/data_common/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/data_common/directories.py
deleted file mode 100644
index 5fc0be432..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/data_common/directories.py
+++ /dev/null
@@ -1,73 +0,0 @@
-#!/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
-# 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 .
-#
-
-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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/data_common/process.py b/code/ryzom/tools/build_gamedata/workspace/common/data_common/process.py
deleted file mode 100644
index 99ed076e3..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/data_common/process.py
+++ /dev/null
@@ -1,45 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "pacs_prim_list" ]
-ProcessToComplete += [ "copy" ]
-
-
-# *** COMMON NAMES AND PATHS ***
-CommonName = "data_common"
-CommonPath = "common/" + CommonName
-
-
-# *** PACS PRIM LIST OPTIONS ***
-
-
-# *** COPY DIR OPTIONS ***
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/exedll/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/exedll/directories.py
deleted file mode 100644
index 3c5042899..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/exedll/directories.py
+++ /dev/null
@@ -1,86 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/exedll/process.py b/code/ryzom/tools/build_gamedata/workspace/common/exedll/process.py
deleted file mode 100644
index 5cc7f4439..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/exedll/process.py
+++ /dev/null
@@ -1,37 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "copy" ]
-
-
-# *** COMMON NAMES AND PATHS ***
-CommonName = "exedll"
-CommonPath = "common/" + CommonName
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/fauna/anim_builder.cfg b/code/ryzom/tools/build_gamedata/workspace/common/fauna/anim_builder.cfg
deleted file mode 100644
index 08128b23e..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/fauna/anim_builder.cfg
+++ /dev/null
@@ -1,15 +0,0 @@
-
-// ***************************
-// Animation Optimizer
-// ***************************
-
-// Tracks which contain one of those name (eg "Bip01 Finger11.rotquat") will be mark as "Low Precision".
-// Usefull for memory optimisation. Avoid setting legs or root bones. Warning: case sensitive.
-anim_low_precision_tracks=
-{
-"Finger",
-"Ponytail",
-};
-
-// The Sample Rate.
-anim_sample_rate= 30;
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/fauna/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/fauna/directories.py
deleted file mode 100644
index 1ece714c3..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/fauna/directories.py
+++ /dev/null
@@ -1,303 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/fauna/process.py b/code/ryzom/tools/build_gamedata/workspace/common/fauna/process.py
deleted file mode 100644
index 9a17071c2..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/fauna/process.py
+++ /dev/null
@@ -1,113 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/fonts/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/fonts/directories.py
deleted file mode 100644
index da99a9d16..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/fonts/directories.py
+++ /dev/null
@@ -1,59 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/fonts/process.py b/code/ryzom/tools/build_gamedata/workspace/common/fonts/process.py
deleted file mode 100644
index e5e00cb5c..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/fonts/process.py
+++ /dev/null
@@ -1,43 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "font" ]
-
-
-# *** COMMON NAMES AND PATHS ***
-EcosystemName = "fonts"
-EcosystemPath = "common/" + EcosystemName
-ContinentName = EcosystemName
-ContinentPath = EcosystemPath
-CommonName = ContinentName
-CommonPath = ContinentPath
-
-
-# end of file
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/gamedev/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/gamedev/directories.py
deleted file mode 100644
index b16723e76..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/gamedev/directories.py
+++ /dev/null
@@ -1,63 +0,0 @@
-#!/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
-# 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 .
-#
-
-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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/gamedev/process.py b/code/ryzom/tools/build_gamedata/workspace/common/gamedev/process.py
deleted file mode 100644
index 7f7d1c363..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/gamedev/process.py
+++ /dev/null
@@ -1,41 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "copy" ]
-
-
-# *** COMMON NAMES AND PATHS ***
-CommonName = "gamedev"
-CommonPath = "common/" + CommonName
-
-
-# *** COPY DIR OPTIONS ***
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/interface/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/interface/directories.py
deleted file mode 100644
index f8c1226b4..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/interface/directories.py
+++ /dev/null
@@ -1,94 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/interface/process.py b/code/ryzom/tools/build_gamedata/workspace/common/interface/process.py
deleted file mode 100644
index 488765891..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/interface/process.py
+++ /dev/null
@@ -1,49 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/directories.py
deleted file mode 100644
index 2765af7b1..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/directories.py
+++ /dev/null
@@ -1,77 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/process.py b/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/process.py
deleted file mode 100644
index 529a6c393..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/leveldesign/process.py
+++ /dev/null
@@ -1,44 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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"
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/objects/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/objects/directories.py
deleted file mode 100644
index 47527175c..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/objects/directories.py
+++ /dev/null
@@ -1,119 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/objects/process.py b/code/ryzom/tools/build_gamedata/workspace/common/objects/process.py
deleted file mode 100644
index ed38da5a4..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/objects/process.py
+++ /dev/null
@@ -1,81 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/outgame/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/outgame/directories.py
deleted file mode 100644
index ef02c93f6..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/outgame/directories.py
+++ /dev/null
@@ -1,168 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/outgame/process.py b/code/ryzom/tools/build_gamedata/workspace/common/outgame/process.py
deleted file mode 100644
index ae6b3f5a0..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/outgame/process.py
+++ /dev/null
@@ -1,114 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "properties" ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_base.cfg b/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_base.cfg
deleted file mode 100644
index 952b18141..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_base.cfg
+++ /dev/null
@@ -1,53 +0,0 @@
-
-// Bank file name
-bank_name = "";
-bankfar_name = "";
-
-// Search pathes
-search_pathes =
-{
- "%ExportBuildDirectory%/common/sfx/ps", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/shape_clodtex_build", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/shape_with_coarse_mesh", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/map_export", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/map_uncompressed", // Sfx directory
- "%ExportBuildDirectory%/common/outgame/shape_clodtex_build", // Outgame directory
- "%ExportBuildDirectory%/common/outgame/shape_with_coarse_mesh", // Outgame directory
- "%ExportBuildDirectory%/common/outgame/map_export", // Outgame directory
- "%ExportBuildDirectory%/common/outgame/map_uncompressed", // Outgame directory
-};
-
-// Additional ig file name
-additionnal_ig =
-{
-
-};
-
-// Sun direction.
-//sun_direction = { -0.095, +1.0, -0.50 };
-sun_direction = { -0.776685, +0.216619, -0.59147 };
-
-// Center of the landscape pointed by the sun
-sun_center = {9954, -11017, 0};
-
-// Distance of the sun
-sun_distance = 50000;
-
-// FOV of the sun in radian
-sun_fov = 0.52359877; // Pi / 6
-
-// Sun radius, (for softshadow sampling)
-sun_radius = 5000;
-
-// GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting
-grbank= "";
-
-// LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting
-rbank= "";
-
-// The lighter search in rbank any retriever with identifier ---igname*** as substring
-// where --- is col_identifier_prefix and *** is col_identifier_suffix
-// eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_",
-// then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig.
-col_identifier_prefix= "";
-col_identifier_suffix= "";
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_draft.cfg b/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_draft.cfg
deleted file mode 100644
index 07fad2f60..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_draft.cfg
+++ /dev/null
@@ -1,93 +0,0 @@
-
-// Load instance group. 0 disable, 1 enable
-load_ig = 0;
-
-// Use ig to compute dependencies 0 disable, 1 enable
-compute_dependencies_with_igs = 0;
-
-// Enable shadows. 0 disable, 1 enable
-shadow = 0;
-
-// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
-zbuffer_landscape_size = 32768;
-
-// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
-zbuffer_object_size = 98304;
-
-// Square root of the number of soft shadow samples
-soft_shadow_samples_sqrt = 4;
-
-// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
-soft_shadow_jitter = 0.4;
-
-// Enable the sun contribution. 0 disable, 1 enable
-sun_contribution = 1;
-
-// Enable the sky global illumaniation. 0 disable, 1 enable
-sky_contribution = 0;
-
-// The sky global illumaniation intensity . [0 ~ 1]
-sky_intensity = 0.20;
-
-// Accuracy of the sky global illumaniation algorithm in meter
-global_illumination_cell_size = 5;
-
-// shadow bias for water surfaces
-water_shadow_bias = 0.8;
-
-// ambient lighting for water. [0 ~ 1]
-water_ambient = 0.3;
-
-// diffuse lighting for water. [0 ~ 1]
-water_diffuse = 1.0;
-
-// true if the water color should be modulated with the source diffuse map
-modulate_water_color = 0;
-
-// 1 if the water should receive sky lighting contribution
-sky_contribution_for_water = 0;
-
-// Side length of landscape used to compute the sky global illumaniation in meter
-global_illumination_length = 600;
-
-// Size of the quad grid side in meter. Should be a power of 2. (optimisation)
-quad_grid_size = 512;
-
-// Size of a cell of the quad grid in meter. (optimisation)
-quad_grid_cell_size = 1;
-
-// Number of CPU used to calculate the lightmaps. 0 for automatic detection.
-cpu_num = 0;
-
-/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
-/// are above, below, or intersect a water surface (rough approximation).
-/// As a matter of fact, these flags are processed during hte lighting as well.
-vegetable_height = 2;
-
-
-
-
-// ***************************
-// Ig Lighting.
-// ***************************
-// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path
-
-
-// Oversampling value, must be 0 (disable), 2, 4, 8, 16
-// This apply to surface cells and instances.
-ig_oversampling = 16;
-
-
-// IG Surface Lighting (for ig_light process only)
-
-// If SurfaceLighting enabled, define size of a cell (in meters) in a surface.
-cell_surface_light_size = 1.5;
-
-// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs
-cell_raytrace_delta_z = 0.2;
-
-
-// Build debug surface shapes (slows the process)
-build_debug_surface_shape= 0;
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_final.cfg b/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_final.cfg
deleted file mode 100644
index 522c15d44..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/outgame/properties_final.cfg
+++ /dev/null
@@ -1,93 +0,0 @@
-
-// Load instance group. 0 disable, 1 enable
-load_ig = 1;
-
-// Use ig to compute dependencies 0 disable, 1 enable
-compute_dependencies_with_igs = 1;
-
-// Enable shadows. 0 disable, 1 enable
-shadow = 1;
-
-// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
-zbuffer_landscape_size = 32768;
-
-// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
-zbuffer_object_size = 98304;
-
-// Square root of the number of soft shadow samples
-soft_shadow_samples_sqrt = 4;
-
-// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
-soft_shadow_jitter = 0.4;
-
-// Enable the sun contribution. 0 disable, 1 enable
-sun_contribution = 1;
-
-// Enable the sky global illumaniation. 0 disable, 1 enable
-sky_contribution = 1;
-
-// The sky global illumaniation intensity . [0 ~ 1]
-sky_intensity = 0.20;
-
-// Accuracy of the sky global illumaniation algorithm in meter
-global_illumination_cell_size = 5;
-
-// shadow bias for water surfaces
-water_shadow_bias = 0.8;
-
-// ambient lighting for water. [0 ~ 1]
-water_ambient = 0.3;
-
-// diffuse lighting for water. [0 ~ 1]
-water_diffuse = 1.0;
-
-// true if the water color should be modulated with the source diffuse map
-modulate_water_color = 0;
-
-// 1 if the water should receive sky lighting contribution
-sky_contribution_for_water = 0;
-
-// Side length of landscape used to compute the sky global illumaniation in meter
-global_illumination_length = 600;
-
-// Size of the quad grid side in meter. Should be a power of 2. (optimisation)
-quad_grid_size = 64;
-
-// Size of a cell of the quad grid in meter. (optimisation)
-quad_grid_cell_size = 2;
-
-// Number of CPU used to calculate the lightmaps. 0 for automatic detection.
-cpu_num = 0;
-
-/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
-/// are above, below, or intersect a water surface (rough approximation).
-/// As a matter of fact, these flags are processed during hte lighting as well.
-vegetable_height = 2;
-
-
-
-
-// ***************************
-// Ig Lighting.
-// ***************************
-// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path
-
-
-// Oversampling value, must be 0 (disable), 2, 4, 8, 16
-// This apply to surface cells and instances.
-ig_oversampling = 16;
-
-
-// IG Surface Lighting (for ig_light process only)
-
-// If SurfaceLighting enabled, define size of a cell (in meters) in a surface.
-cell_surface_light_size = 1.5;
-
-// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs
-cell_raytrace_delta_z = 0.2;
-
-
-// Build debug surface shapes (slows the process)
-build_debug_surface_shape= 0;
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sfx/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/sfx/directories.py
deleted file mode 100644
index 82df2c783..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/sfx/directories.py
+++ /dev/null
@@ -1,127 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sfx/process.py b/code/ryzom/tools/build_gamedata/workspace/common/sfx/process.py
deleted file mode 100644
index c18ca4534..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/sfx/process.py
+++ /dev/null
@@ -1,91 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/anim_builder.cfg b/code/ryzom/tools/build_gamedata/workspace/common/sky/anim_builder.cfg
deleted file mode 100644
index 08128b23e..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/sky/anim_builder.cfg
+++ /dev/null
@@ -1,15 +0,0 @@
-
-// ***************************
-// Animation Optimizer
-// ***************************
-
-// Tracks which contain one of those name (eg "Bip01 Finger11.rotquat") will be mark as "Low Precision".
-// Usefull for memory optimisation. Avoid setting legs or root bones. Warning: case sensitive.
-anim_low_precision_tracks=
-{
-"Finger",
-"Ponytail",
-};
-
-// The Sample Rate.
-anim_sample_rate= 30;
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/directories.py b/code/ryzom/tools/build_gamedata/workspace/common/sky/directories.py
deleted file mode 100644
index a770548ce..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/sky/directories.py
+++ /dev/null
@@ -1,188 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/process.py b/code/ryzom/tools/build_gamedata/workspace/common/sky/process.py
deleted file mode 100644
index efa18316b..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/sky/process.py
+++ /dev/null
@@ -1,121 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "properties" ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_base.cfg b/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_base.cfg
deleted file mode 100644
index 3e48d3784..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_base.cfg
+++ /dev/null
@@ -1,53 +0,0 @@
-
-// Bank file name
-bank_name = "";
-bankfar_name = "";
-
-// Search pathes
-search_pathes =
-{
- "%ExportBuildDirectory%/common/sfx/ps", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/shape_clodtex_build", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/shape_with_coarse_mesh", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/map_export", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/map_uncompressed", // Sfx directory
- "%ExportBuildDirectory%/common/sky/shape_clodtex_build", // Sky directory
- "%ExportBuildDirectory%/common/sky/shape_with_coarse_mesh", // Sky directory
- "%ExportBuildDirectory%/common/sky/map_export", // Sky directory
- "%ExportBuildDirectory%/common/sky/map_uncompressed", // Sky directory
-};
-
-// Additional ig file name
-additionnal_ig =
-{
-
-};
-
-// Sun direction.
-//sun_direction = { -0.095, +1.0, -0.50 };
-sun_direction = { -0.776685, +0.216619, -0.59147 };
-
-// Center of the landscape pointed by the sun
-sun_center = {9954, -11017, 0};
-
-// Distance of the sun
-sun_distance = 50000;
-
-// FOV of the sun in radian
-sun_fov = 0.52359877; // Pi / 6
-
-// Sun radius, (for softshadow sampling)
-sun_radius = 5000;
-
-// GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting
-grbank= "";
-
-// LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting
-rbank= "";
-
-// The lighter search in rbank any retriever with identifier ---igname*** as substring
-// where --- is col_identifier_prefix and *** is col_identifier_suffix
-// eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_",
-// then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig.
-col_identifier_prefix= "";
-col_identifier_suffix= "";
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_draft.cfg b/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_draft.cfg
deleted file mode 100644
index 07fad2f60..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_draft.cfg
+++ /dev/null
@@ -1,93 +0,0 @@
-
-// Load instance group. 0 disable, 1 enable
-load_ig = 0;
-
-// Use ig to compute dependencies 0 disable, 1 enable
-compute_dependencies_with_igs = 0;
-
-// Enable shadows. 0 disable, 1 enable
-shadow = 0;
-
-// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
-zbuffer_landscape_size = 32768;
-
-// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
-zbuffer_object_size = 98304;
-
-// Square root of the number of soft shadow samples
-soft_shadow_samples_sqrt = 4;
-
-// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
-soft_shadow_jitter = 0.4;
-
-// Enable the sun contribution. 0 disable, 1 enable
-sun_contribution = 1;
-
-// Enable the sky global illumaniation. 0 disable, 1 enable
-sky_contribution = 0;
-
-// The sky global illumaniation intensity . [0 ~ 1]
-sky_intensity = 0.20;
-
-// Accuracy of the sky global illumaniation algorithm in meter
-global_illumination_cell_size = 5;
-
-// shadow bias for water surfaces
-water_shadow_bias = 0.8;
-
-// ambient lighting for water. [0 ~ 1]
-water_ambient = 0.3;
-
-// diffuse lighting for water. [0 ~ 1]
-water_diffuse = 1.0;
-
-// true if the water color should be modulated with the source diffuse map
-modulate_water_color = 0;
-
-// 1 if the water should receive sky lighting contribution
-sky_contribution_for_water = 0;
-
-// Side length of landscape used to compute the sky global illumaniation in meter
-global_illumination_length = 600;
-
-// Size of the quad grid side in meter. Should be a power of 2. (optimisation)
-quad_grid_size = 512;
-
-// Size of a cell of the quad grid in meter. (optimisation)
-quad_grid_cell_size = 1;
-
-// Number of CPU used to calculate the lightmaps. 0 for automatic detection.
-cpu_num = 0;
-
-/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
-/// are above, below, or intersect a water surface (rough approximation).
-/// As a matter of fact, these flags are processed during hte lighting as well.
-vegetable_height = 2;
-
-
-
-
-// ***************************
-// Ig Lighting.
-// ***************************
-// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path
-
-
-// Oversampling value, must be 0 (disable), 2, 4, 8, 16
-// This apply to surface cells and instances.
-ig_oversampling = 16;
-
-
-// IG Surface Lighting (for ig_light process only)
-
-// If SurfaceLighting enabled, define size of a cell (in meters) in a surface.
-cell_surface_light_size = 1.5;
-
-// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs
-cell_raytrace_delta_z = 0.2;
-
-
-// Build debug surface shapes (slows the process)
-build_debug_surface_shape= 0;
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_final.cfg b/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_final.cfg
deleted file mode 100644
index 522c15d44..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/common/sky/properties_final.cfg
+++ /dev/null
@@ -1,93 +0,0 @@
-
-// Load instance group. 0 disable, 1 enable
-load_ig = 1;
-
-// Use ig to compute dependencies 0 disable, 1 enable
-compute_dependencies_with_igs = 1;
-
-// Enable shadows. 0 disable, 1 enable
-shadow = 1;
-
-// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
-zbuffer_landscape_size = 32768;
-
-// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
-zbuffer_object_size = 98304;
-
-// Square root of the number of soft shadow samples
-soft_shadow_samples_sqrt = 4;
-
-// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
-soft_shadow_jitter = 0.4;
-
-// Enable the sun contribution. 0 disable, 1 enable
-sun_contribution = 1;
-
-// Enable the sky global illumaniation. 0 disable, 1 enable
-sky_contribution = 1;
-
-// The sky global illumaniation intensity . [0 ~ 1]
-sky_intensity = 0.20;
-
-// Accuracy of the sky global illumaniation algorithm in meter
-global_illumination_cell_size = 5;
-
-// shadow bias for water surfaces
-water_shadow_bias = 0.8;
-
-// ambient lighting for water. [0 ~ 1]
-water_ambient = 0.3;
-
-// diffuse lighting for water. [0 ~ 1]
-water_diffuse = 1.0;
-
-// true if the water color should be modulated with the source diffuse map
-modulate_water_color = 0;
-
-// 1 if the water should receive sky lighting contribution
-sky_contribution_for_water = 0;
-
-// Side length of landscape used to compute the sky global illumaniation in meter
-global_illumination_length = 600;
-
-// Size of the quad grid side in meter. Should be a power of 2. (optimisation)
-quad_grid_size = 64;
-
-// Size of a cell of the quad grid in meter. (optimisation)
-quad_grid_cell_size = 2;
-
-// Number of CPU used to calculate the lightmaps. 0 for automatic detection.
-cpu_num = 0;
-
-/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
-/// are above, below, or intersect a water surface (rough approximation).
-/// As a matter of fact, these flags are processed during hte lighting as well.
-vegetable_height = 2;
-
-
-
-
-// ***************************
-// Ig Lighting.
-// ***************************
-// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path
-
-
-// Oversampling value, must be 0 (disable), 2, 4, 8, 16
-// This apply to surface cells and instances.
-ig_oversampling = 16;
-
-
-// IG Surface Lighting (for ig_light process only)
-
-// If SurfaceLighting enabled, define size of a cell (in meters) in a surface.
-cell_surface_light_size = 1.5;
-
-// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs
-cell_raytrace_delta_z = 0.2;
-
-
-// Build debug surface shapes (slows the process)
-build_debug_surface_shape= 0;
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/fyros/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/fyros/directories.py
deleted file mode 100644
index 6c9134593..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/fyros/directories.py
+++ /dev/null
@@ -1,131 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/fyros/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/fyros/process.py
deleted file mode 100644
index 5a31ce7c2..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/fyros/process.py
+++ /dev/null
@@ -1,81 +0,0 @@
-#!/usr/bin/python
-#
-# \file config.py
-# \brief Process configuration
-# \date 2010-05-24 06:30GMT
-# \author Jan Boon (Kaetemi)
-# Python port of game data build pipeline.
-# Process configuration.
-#
-# NeL - MMORPG Framework
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/indoors/directories.py
deleted file mode 100644
index ae098d437..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/directories.py
+++ /dev/null
@@ -1,262 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/indoors/process.py
deleted file mode 100644
index b8c3b7225..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/process.py
+++ /dev/null
@@ -1,167 +0,0 @@
-#!/usr/bin/python
-#
-# \file config.py
-# \brief Process configuration
-# \date 2010-05-24 06:30GMT
-# \author Jan Boon (Kaetemi)
-# Python port of game data build pipeline.
-# Process configuration.
-#
-# NeL - MMORPG Framework
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "properties" ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_base.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_base.cfg
deleted file mode 100644
index 468e8edc0..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_base.cfg
+++ /dev/null
@@ -1,98 +0,0 @@
-
-// Continent name
-continent_name = "%ContinentName%";
-
-// Level design directory
-level_design_directory = "%LeveldesignDirectory%";
-
-// World directory
-level_design_world_directory = "%LeveldesignWorldDirectory%";
-
-// DFN directory
-level_design_dfn_directory = "%LeveldesignDfnDirectory%";
-
-// Bank file name
-bank_name = "%ExportBuildDirectory%/%SmallbankExportDirectory%/%EcosystemName%.smallbank";
-bankfar_name = "%ExportBuildDirectory%/%FarbankBuildDirectory%/%EcosystemName%.farbank";
-
-// Search pathes
-search_pathes =
-{
- "%ExportBuildDirectory%/common/sfx/ps", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/shape_clodtex_build", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/shape_with_coarse_mesh", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/map_export", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/map_uncompressed", // Sfx directory
- "%ExportBuildDirectory%/common/construction/shape_clodtex_build", // Construction directory
- "%ExportBuildDirectory%/common/construction/shape_with_coarse_mesh", // Construction directory
- "%ExportBuildDirectory%/common/construction/map_export", // Construction directory
- "%ExportBuildDirectory%/common/construction/map_uncompressed", // Construction directory
- "%ExportBuildDirectory%/ecosystems/desert/shape_clodtex_build", // Shape directory
- "%ExportBuildDirectory%/ecosystems/desert/shape_with_coarse_mesh", // Shape directory
- "%ExportBuildDirectory%/ecosystems/desert/map_export", // Map directory
- "%ExportBuildDirectory%/ecosystems/desert/map_uncompressed", // Map directory
- "%ExportBuildDirectory%/ecosystems/jungle/shape_clodtex_build", // Shape directory
- "%ExportBuildDirectory%/ecosystems/jungle/shape_with_coarse_mesh", // Shape directory
- "%ExportBuildDirectory%/ecosystems/jungle/map_export", // Map directory
- "%ExportBuildDirectory%/ecosystems/jungle/map_uncompressed", // Map directory
- "%ExportBuildDirectory%/ecosystems/lacustre/shape_clodtex_build", // Shape directory
- "%ExportBuildDirectory%/ecosystems/lacustre/shape_with_coarse_mesh", // Shape directory
- "%ExportBuildDirectory%/ecosystems/lacustre/map_export", // Map directory
- "%ExportBuildDirectory%/ecosystems/lacustre/map_uncompressed", // Map directory
- "%ExportBuildDirectory%/continents/%ContinentName%/ig_land", // Instance group directory
- "%ExportBuildDirectory%/continents/%ContinentName%/ig_other", // Instance group directory
- "%ExportBuildDirectory%/continents/%ContinentName%/shape_clodtex_build", // Shape directory
- "%ExportBuildDirectory%/continents/%ContinentName%/shape_with_coarse_mesh", // Shape directory
- "%ExportBuildDirectory%/continents/%ContinentName%/map_export", // Map directory
- "%ExportBuildDirectory%/continents/%ContinentName%/map_uncompressed", // Map directory
- "%ExportBuildDirectory%/continents/fyros/shape_clodtex_build", // Shape directory
- "%ExportBuildDirectory%/continents/fyros/shape_with_coarse_mesh", // Shape directory
- "%ExportBuildDirectory%/continents/fyros/map_export", // Map directory
- "%ExportBuildDirectory%/continents/fyros/map_uncompressed", // Map directory
- "%ExportBuildDirectory%/continents/matis/shape_clodtex_build", // Shape directory
- "%ExportBuildDirectory%/continents/matis/shape_with_coarse_mesh", // Shape directory
- "%ExportBuildDirectory%/continents/matis/map_export", // Map directory
- "%ExportBuildDirectory%/continents/matis/map_uncompressed", // Map directory
- "%ExportBuildDirectory%/continents/zorai/shape_clodtex_build", // Shape directory
- "%ExportBuildDirectory%/continents/zorai/shape_with_coarse_mesh", // Shape directory
- "%ExportBuildDirectory%/continents/zorai/map_export", // Map directory
- "%ExportBuildDirectory%/continents/zorai/map_uncompressed", // Map directory
- "%ExportBuildDirectory%/continents/tryker/shape_clodtex_build", // Shape directory
- "%ExportBuildDirectory%/continents/tryker/shape_with_coarse_mesh", // Shape directory
- "%ExportBuildDirectory%/continents/tryker/map_export", // Map directory
- "%ExportBuildDirectory%/continents/tryker/map_uncompressed", // Map directory
-};
-
-// Additional ig file name
-additionnal_ig =
-{
-
-};
-
-// Sun direction.
-sun_direction = { -0.776685, +0.216619, -0.59147 };
-
-// Center of the landscape pointed by the sun
-sun_center = {9954, -11017, 0};
-
-// Distance of the sun
-sun_distance = 50000;
-
-// FOV of the sun in radian
-sun_fov = 0.52359877; // Pi / 6
-
-// Sun radius, (for softshadow sampling)
-sun_radius = 5000;
-
-// GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting
-grbank= "%ExportBuildDirectory%/%RbankOutputBuildDirectory%/%RbankRbankName%.gr";
-
-// LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting
-rbank= "%ExportBuildDirectory%/%RbankOutputBuildDirectory%/%RbankRbankName%.rbank";
-
-// The lighter search in rbank any retriever with identifier ---igname*** as substring
-// where --- is col_identifier_prefix and *** is col_identifier_suffix
-// eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_",
-// then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig.
-col_identifier_prefix= "";
-col_identifier_suffix= "";
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_draft.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_draft.cfg
deleted file mode 100644
index 07fad2f60..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_draft.cfg
+++ /dev/null
@@ -1,93 +0,0 @@
-
-// Load instance group. 0 disable, 1 enable
-load_ig = 0;
-
-// Use ig to compute dependencies 0 disable, 1 enable
-compute_dependencies_with_igs = 0;
-
-// Enable shadows. 0 disable, 1 enable
-shadow = 0;
-
-// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
-zbuffer_landscape_size = 32768;
-
-// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
-zbuffer_object_size = 98304;
-
-// Square root of the number of soft shadow samples
-soft_shadow_samples_sqrt = 4;
-
-// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
-soft_shadow_jitter = 0.4;
-
-// Enable the sun contribution. 0 disable, 1 enable
-sun_contribution = 1;
-
-// Enable the sky global illumaniation. 0 disable, 1 enable
-sky_contribution = 0;
-
-// The sky global illumaniation intensity . [0 ~ 1]
-sky_intensity = 0.20;
-
-// Accuracy of the sky global illumaniation algorithm in meter
-global_illumination_cell_size = 5;
-
-// shadow bias for water surfaces
-water_shadow_bias = 0.8;
-
-// ambient lighting for water. [0 ~ 1]
-water_ambient = 0.3;
-
-// diffuse lighting for water. [0 ~ 1]
-water_diffuse = 1.0;
-
-// true if the water color should be modulated with the source diffuse map
-modulate_water_color = 0;
-
-// 1 if the water should receive sky lighting contribution
-sky_contribution_for_water = 0;
-
-// Side length of landscape used to compute the sky global illumaniation in meter
-global_illumination_length = 600;
-
-// Size of the quad grid side in meter. Should be a power of 2. (optimisation)
-quad_grid_size = 512;
-
-// Size of a cell of the quad grid in meter. (optimisation)
-quad_grid_cell_size = 1;
-
-// Number of CPU used to calculate the lightmaps. 0 for automatic detection.
-cpu_num = 0;
-
-/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
-/// are above, below, or intersect a water surface (rough approximation).
-/// As a matter of fact, these flags are processed during hte lighting as well.
-vegetable_height = 2;
-
-
-
-
-// ***************************
-// Ig Lighting.
-// ***************************
-// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path
-
-
-// Oversampling value, must be 0 (disable), 2, 4, 8, 16
-// This apply to surface cells and instances.
-ig_oversampling = 16;
-
-
-// IG Surface Lighting (for ig_light process only)
-
-// If SurfaceLighting enabled, define size of a cell (in meters) in a surface.
-cell_surface_light_size = 1.5;
-
-// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs
-cell_raytrace_delta_z = 0.2;
-
-
-// Build debug surface shapes (slows the process)
-build_debug_surface_shape= 0;
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_final.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_final.cfg
deleted file mode 100644
index 522c15d44..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/indoors/properties_final.cfg
+++ /dev/null
@@ -1,93 +0,0 @@
-
-// Load instance group. 0 disable, 1 enable
-load_ig = 1;
-
-// Use ig to compute dependencies 0 disable, 1 enable
-compute_dependencies_with_igs = 1;
-
-// Enable shadows. 0 disable, 1 enable
-shadow = 1;
-
-// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
-zbuffer_landscape_size = 32768;
-
-// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
-zbuffer_object_size = 98304;
-
-// Square root of the number of soft shadow samples
-soft_shadow_samples_sqrt = 4;
-
-// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
-soft_shadow_jitter = 0.4;
-
-// Enable the sun contribution. 0 disable, 1 enable
-sun_contribution = 1;
-
-// Enable the sky global illumaniation. 0 disable, 1 enable
-sky_contribution = 1;
-
-// The sky global illumaniation intensity . [0 ~ 1]
-sky_intensity = 0.20;
-
-// Accuracy of the sky global illumaniation algorithm in meter
-global_illumination_cell_size = 5;
-
-// shadow bias for water surfaces
-water_shadow_bias = 0.8;
-
-// ambient lighting for water. [0 ~ 1]
-water_ambient = 0.3;
-
-// diffuse lighting for water. [0 ~ 1]
-water_diffuse = 1.0;
-
-// true if the water color should be modulated with the source diffuse map
-modulate_water_color = 0;
-
-// 1 if the water should receive sky lighting contribution
-sky_contribution_for_water = 0;
-
-// Side length of landscape used to compute the sky global illumaniation in meter
-global_illumination_length = 600;
-
-// Size of the quad grid side in meter. Should be a power of 2. (optimisation)
-quad_grid_size = 64;
-
-// Size of a cell of the quad grid in meter. (optimisation)
-quad_grid_cell_size = 2;
-
-// Number of CPU used to calculate the lightmaps. 0 for automatic detection.
-cpu_num = 0;
-
-/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
-/// are above, below, or intersect a water surface (rough approximation).
-/// As a matter of fact, these flags are processed during hte lighting as well.
-vegetable_height = 2;
-
-
-
-
-// ***************************
-// Ig Lighting.
-// ***************************
-// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path
-
-
-// Oversampling value, must be 0 (disable), 2, 4, 8, 16
-// This apply to surface cells and instances.
-ig_oversampling = 16;
-
-
-// IG Surface Lighting (for ig_light process only)
-
-// If SurfaceLighting enabled, define size of a cell (in meters) in a surface.
-cell_surface_light_size = 1.5;
-
-// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs
-cell_raytrace_delta_z = 0.2;
-
-
-// Build debug surface shapes (slows the process)
-build_debug_surface_shape= 0;
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/matis/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/matis/directories.py
deleted file mode 100644
index 496f4b134..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/matis/directories.py
+++ /dev/null
@@ -1,124 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/matis/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/matis/process.py
deleted file mode 100644
index 3ac1dc6b2..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/matis/process.py
+++ /dev/null
@@ -1,81 +0,0 @@
-#!/usr/bin/python
-#
-# \file config.py
-# \brief Process configuration
-# \date 2010-05-24 06:30GMT
-# \author Jan Boon (Kaetemi)
-# Python port of game data build pipeline.
-# Process configuration.
-#
-# NeL - MMORPG Framework
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/directories.py
deleted file mode 100644
index 111acb560..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/directories.py
+++ /dev/null
@@ -1,251 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/process.py
deleted file mode 100644
index 14e7ca8d1..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/process.py
+++ /dev/null
@@ -1,169 +0,0 @@
-#!/usr/bin/python
-#
-# \file config.py
-# \brief Process configuration
-# \date 2010-05-24 06:30GMT
-# \author Jan Boon (Kaetemi)
-# Python port of game data build pipeline.
-# Process configuration.
-#
-# NeL - MMORPG Framework
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "properties" ]
-ProcessToComplete += [ "map" ]
-ProcessToComplete += [ "shape" ]
-ProcessToComplete += [ "ligo" ]
-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" ]
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_base.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_base.cfg
deleted file mode 100644
index fb71eb185..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_base.cfg
+++ /dev/null
@@ -1,79 +0,0 @@
-
-// Continent name
-continent_name = "%ContinentName%";
-
-// Level design directory
-level_design_directory = "%LeveldesignDirectory%";
-
-// World directory
-level_design_world_directory = "%LeveldesignWorldDirectory%";
-
-// DFN directory
-level_design_dfn_directory = "%LeveldesignDfnDirectory%";
-
-// Bank file name
-bank_name = "%ExportBuildDirectory%/%SmallbankExportDirectory%/%EcosystemName%.smallbank";
-bankfar_name = "%ExportBuildDirectory%/%FarbankBuildDirectory%/%EcosystemName%.farbank";
-
-// Search pathes
-search_pathes =
-{
- "%ExportBuildDirectory%/common/sfx/ps", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/shape_clodtex_build", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/shape_with_coarse_mesh", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/map_export", // Sfx directory
- "%ExportBuildDirectory%/common/sfx/map_uncompressed", // Sfx directory
- "%ExportBuildDirectory%/common/construction/shape_clodtex_build", // Construction directory
- "%ExportBuildDirectory%/common/construction/shape_with_coarse_mesh", // Construction directory
- "%ExportBuildDirectory%/common/construction/map_export", // Construction directory
- "%ExportBuildDirectory%/common/construction/map_uncompressed", // Construction directory
- "%ExportBuildDirectory%/ecosystems/%EcosystemName%/shape_clodtex_build", // Shape directory
- "%ExportBuildDirectory%/ecosystems/%EcosystemName%/shape_with_coarse_mesh", // Shape directory
- "%ExportBuildDirectory%/ecosystems/%EcosystemName%/map_export", // Map directory
- "%ExportBuildDirectory%/ecosystems/%EcosystemName%/map_uncompressed", // Map directory
- "%ExportBuildDirectory%/ecosystems/lacustre/shape_clodtex_build", // Shape directory
- "%ExportBuildDirectory%/ecosystems/lacustre/shape_with_coarse_mesh", // Shape directory
- "%ExportBuildDirectory%/ecosystems/lacustre/map_export", // Map directory
- "%ExportBuildDirectory%/ecosystems/lacustre/map_uncompressed", // Map directory
- "%ExportBuildDirectory%/continents/%ContinentName%/zone_light/water_shapes_lighted", // Water shape lighted directory
- "%ExportBuildDirectory%/continents/%ContinentName%/ig_land", // Instance group directory
- "%ExportBuildDirectory%/continents/%ContinentName%/ig_other", // Instance group directory
- "%ExportBuildDirectory%/continents/%ContinentName%/shape_clodtex_build", // Shape directory
- "%ExportBuildDirectory%/continents/%ContinentName%/shape_with_coarse_mesh", // Shape directory
- "%ExportBuildDirectory%/continents/%ContinentName%/map_export", // Map directory
- "%ExportBuildDirectory%/continents/%ContinentName%/map_uncompressed", // Map directory
-};
-
-// Additional ig file name
-additionnal_ig =
-{
-
-};
-
-// Sun direction.
-sun_direction = { -0.776685, +0.216619, -0.59147 };
-
-// Center of the landscape pointed by the sun
-sun_center = {9954, -11017, 0};
-
-// Distance of the sun
-sun_distance = 50000;
-
-// FOV of the sun in radian
-sun_fov = 0.52359877; // Pi / 6
-
-// Sun radius, (for softshadow sampling)
-sun_radius = 5000;
-
-// GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting
-grbank= "%ExportBuildDirectory%/%RbankOutputBuildDirectory%/%RbankRbankName%.gr";
-
-// LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting
-rbank= "%ExportBuildDirectory%/%RbankOutputBuildDirectory%/%RbankRbankName%.rbank";
-
-// The lighter search in rbank any retriever with identifier ---igname*** as substring
-// where --- is col_identifier_prefix and *** is col_identifier_suffix
-// eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_",
-// then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig.
-col_identifier_prefix= "";
-col_identifier_suffix= "";
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_draft.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_draft.cfg
deleted file mode 100644
index 07fad2f60..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_draft.cfg
+++ /dev/null
@@ -1,93 +0,0 @@
-
-// Load instance group. 0 disable, 1 enable
-load_ig = 0;
-
-// Use ig to compute dependencies 0 disable, 1 enable
-compute_dependencies_with_igs = 0;
-
-// Enable shadows. 0 disable, 1 enable
-shadow = 0;
-
-// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
-zbuffer_landscape_size = 32768;
-
-// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
-zbuffer_object_size = 98304;
-
-// Square root of the number of soft shadow samples
-soft_shadow_samples_sqrt = 4;
-
-// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
-soft_shadow_jitter = 0.4;
-
-// Enable the sun contribution. 0 disable, 1 enable
-sun_contribution = 1;
-
-// Enable the sky global illumaniation. 0 disable, 1 enable
-sky_contribution = 0;
-
-// The sky global illumaniation intensity . [0 ~ 1]
-sky_intensity = 0.20;
-
-// Accuracy of the sky global illumaniation algorithm in meter
-global_illumination_cell_size = 5;
-
-// shadow bias for water surfaces
-water_shadow_bias = 0.8;
-
-// ambient lighting for water. [0 ~ 1]
-water_ambient = 0.3;
-
-// diffuse lighting for water. [0 ~ 1]
-water_diffuse = 1.0;
-
-// true if the water color should be modulated with the source diffuse map
-modulate_water_color = 0;
-
-// 1 if the water should receive sky lighting contribution
-sky_contribution_for_water = 0;
-
-// Side length of landscape used to compute the sky global illumaniation in meter
-global_illumination_length = 600;
-
-// Size of the quad grid side in meter. Should be a power of 2. (optimisation)
-quad_grid_size = 512;
-
-// Size of a cell of the quad grid in meter. (optimisation)
-quad_grid_cell_size = 1;
-
-// Number of CPU used to calculate the lightmaps. 0 for automatic detection.
-cpu_num = 0;
-
-/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
-/// are above, below, or intersect a water surface (rough approximation).
-/// As a matter of fact, these flags are processed during hte lighting as well.
-vegetable_height = 2;
-
-
-
-
-// ***************************
-// Ig Lighting.
-// ***************************
-// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path
-
-
-// Oversampling value, must be 0 (disable), 2, 4, 8, 16
-// This apply to surface cells and instances.
-ig_oversampling = 16;
-
-
-// IG Surface Lighting (for ig_light process only)
-
-// If SurfaceLighting enabled, define size of a cell (in meters) in a surface.
-cell_surface_light_size = 1.5;
-
-// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs
-cell_raytrace_delta_z = 0.2;
-
-
-// Build debug surface shapes (slows the process)
-build_debug_surface_shape= 0;
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_final.cfg b/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_final.cfg
deleted file mode 100644
index 522c15d44..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/newbieland/properties_final.cfg
+++ /dev/null
@@ -1,93 +0,0 @@
-
-// Load instance group. 0 disable, 1 enable
-load_ig = 1;
-
-// Use ig to compute dependencies 0 disable, 1 enable
-compute_dependencies_with_igs = 1;
-
-// Enable shadows. 0 disable, 1 enable
-shadow = 1;
-
-// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
-zbuffer_landscape_size = 32768;
-
-// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
-zbuffer_object_size = 98304;
-
-// Square root of the number of soft shadow samples
-soft_shadow_samples_sqrt = 4;
-
-// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
-soft_shadow_jitter = 0.4;
-
-// Enable the sun contribution. 0 disable, 1 enable
-sun_contribution = 1;
-
-// Enable the sky global illumaniation. 0 disable, 1 enable
-sky_contribution = 1;
-
-// The sky global illumaniation intensity . [0 ~ 1]
-sky_intensity = 0.20;
-
-// Accuracy of the sky global illumaniation algorithm in meter
-global_illumination_cell_size = 5;
-
-// shadow bias for water surfaces
-water_shadow_bias = 0.8;
-
-// ambient lighting for water. [0 ~ 1]
-water_ambient = 0.3;
-
-// diffuse lighting for water. [0 ~ 1]
-water_diffuse = 1.0;
-
-// true if the water color should be modulated with the source diffuse map
-modulate_water_color = 0;
-
-// 1 if the water should receive sky lighting contribution
-sky_contribution_for_water = 0;
-
-// Side length of landscape used to compute the sky global illumaniation in meter
-global_illumination_length = 600;
-
-// Size of the quad grid side in meter. Should be a power of 2. (optimisation)
-quad_grid_size = 64;
-
-// Size of a cell of the quad grid in meter. (optimisation)
-quad_grid_cell_size = 2;
-
-// Number of CPU used to calculate the lightmaps. 0 for automatic detection.
-cpu_num = 0;
-
-/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
-/// are above, below, or intersect a water surface (rough approximation).
-/// As a matter of fact, these flags are processed during hte lighting as well.
-vegetable_height = 2;
-
-
-
-
-// ***************************
-// Ig Lighting.
-// ***************************
-// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path
-
-
-// Oversampling value, must be 0 (disable), 2, 4, 8, 16
-// This apply to surface cells and instances.
-ig_oversampling = 16;
-
-
-// IG Surface Lighting (for ig_light process only)
-
-// If SurfaceLighting enabled, define size of a cell (in meters) in a surface.
-cell_surface_light_size = 1.5;
-
-// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs
-cell_raytrace_delta_z = 0.2;
-
-
-// Build debug surface shapes (slows the process)
-build_debug_surface_shape= 0;
-
-
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/tryker/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/tryker/directories.py
deleted file mode 100644
index 5d4024e61..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/tryker/directories.py
+++ /dev/null
@@ -1,126 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/tryker/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/tryker/process.py
deleted file mode 100644
index d277c2030..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/tryker/process.py
+++ /dev/null
@@ -1,81 +0,0 @@
-#!/usr/bin/python
-#
-# \file config.py
-# \brief Process configuration
-# \date 2010-05-24 06:30GMT
-# \author Jan Boon (Kaetemi)
-# Python port of game data build pipeline.
-# Process configuration.
-#
-# NeL - MMORPG Framework
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/zorai/directories.py b/code/ryzom/tools/build_gamedata/workspace/continents/zorai/directories.py
deleted file mode 100644
index cc0596f10..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/zorai/directories.py
+++ /dev/null
@@ -1,124 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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
diff --git a/code/ryzom/tools/build_gamedata/workspace/continents/zorai/process.py b/code/ryzom/tools/build_gamedata/workspace/continents/zorai/process.py
deleted file mode 100644
index 1c2df1cc6..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/continents/zorai/process.py
+++ /dev/null
@@ -1,81 +0,0 @@
-#!/usr/bin/python
-#
-# \file config.py
-# \brief Process configuration
-# \date 2010-05-24 06:30GMT
-# \author Jan Boon (Kaetemi)
-# Python port of game data build pipeline.
-# Process configuration.
-#
-# NeL - MMORPG Framework
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/directories.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/directories.py
deleted file mode 100644
index 0a0534f1c..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/directories.py
+++ /dev/null
@@ -1,269 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
-PacsPrimTagExportDirectory = CommonPath + "/pacs_prim_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"
-
-# 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/process.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/process.py
deleted file mode 100644
index 316d4f58e..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/desert/process.py
+++ /dev/null
@@ -1,132 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/directories.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/directories.py
deleted file mode 100644
index 716afc247..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/directories.py
+++ /dev/null
@@ -1,273 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
-PacsPrimTagExportDirectory = CommonPath + "/pacs_prim_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"
-
-# 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/process.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/process.py
deleted file mode 100644
index 1e3e6c677..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/jungle/process.py
+++ /dev/null
@@ -1,132 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/directories.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/directories.py
deleted file mode 100644
index 37e35b51e..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/directories.py
+++ /dev/null
@@ -1,281 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
-PacsPrimTagExportDirectory = CommonPath + "/pacs_prim_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"
-
-# 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/process.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/process.py
deleted file mode 100644
index 5ff7e22b0..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/lacustre/process.py
+++ /dev/null
@@ -1,132 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/directories.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/directories.py
deleted file mode 100644
index c718e90ec..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/directories.py
+++ /dev/null
@@ -1,266 +0,0 @@
-#!/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
-# 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 .
-#
-
-
-# *** 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"
-PacsPrimTagExportDirectory = CommonPath + "/pacs_prim_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"
-
-# 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"
diff --git a/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/process.py b/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/process.py
deleted file mode 100644
index 38a7de394..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/ecosystems/primes_racines/process.py
+++ /dev/null
@@ -1,132 +0,0 @@
-#!/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
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-# *** PROCESS CONFIGURATION ***
-
-# *** PROCESS CONFIG ***
-ProcessToComplete = [ ]
-ProcessToComplete += [ "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
diff --git a/code/ryzom/tools/build_gamedata/workspace/projects.py b/code/ryzom/tools/build_gamedata/workspace/projects.py
deleted file mode 100644
index bb0a835de..000000000
--- a/code/ryzom/tools/build_gamedata/workspace/projects.py
+++ /dev/null
@@ -1,512 +0,0 @@
-#!/usr/bin/python
-#
-# \file projects.py
-# \brief Projects configuration
-# \date 2010-05-24-09-19-GMT
-# \author Jan Boon (Kaetemi)
-# Python port of game data build pipeline.
-# Projects configuration.
-#
-# NeL - MMORPG Framework
-# Copyright (C) 2010 Winch Gate Property Limited
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU Affero General Public License as
-# published by the Free Software Foundation, either version 3 of the
-# License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU Affero General Public License for more details.
-#
-# You should have received a copy of the GNU Affero General Public License
-# along with this program. If not, see .
-#
-
-
-ProductName = "ryzom"
-
-
-ProjectsToProcess = [ ]
-
-# Common asset export and build projects
-ProjectsToProcess += [ "common/interface" ]
-ProjectsToProcess += [ "common/objects" ]
-ProjectsToProcess += [ "common/sfx" ]
-ProjectsToProcess += [ "common/fauna" ]
-ProjectsToProcess += [ "common/construction" ]
-ProjectsToProcess += [ "common/outgame" ]
-ProjectsToProcess += [ "common/sky" ]
-ProjectsToProcess += [ "common/characters" ]
-ProjectsToProcess += [ "common/characters_maps_hr" ]
-
-# Common client data and leveldesign projects
-ProjectsToProcess += [ "common/fonts" ]
-ProjectsToProcess += [ "common/gamedev" ]
-ProjectsToProcess += [ "common/leveldesign" ]
-ProjectsToProcess += [ "common/data_common" ]
-ProjectsToProcess += [ "common/exedll" ]
-ProjectsToProcess += [ "common/cfg" ]
-
-# Ecosystem projects
-ProjectsToProcess += [ "ecosystems/desert" ]
-ProjectsToProcess += [ "ecosystems/jungle" ]
-ProjectsToProcess += [ "ecosystems/primes_racines" ]
-ProjectsToProcess += [ "ecosystems/lacustre" ]
-
-# Continent projects
-ProjectsToProcess += [ "continents/fyros" ] # Note: dummy for shape and map export
-ProjectsToProcess += [ "continents/matis" ] # Note: dummy for shape and map export
-ProjectsToProcess += [ "continents/zorai" ] # Note: dummy for shape and map export
-ProjectsToProcess += [ "continents/tryker" ] # Note: dummy for shape and map export
-ProjectsToProcess += [ "continents/newbieland" ] # Note: must be after other continents due to dependencies on fy/ma/zo/tr
-ProjectsToProcess += [ "continents/indoors" ] # Note: must be after other continents due to dependencies on fy/ma/zo/tr
-
-
-InstallShardDataDirectories = [ ]
-
-InstallShardDataCollisionsDirectories = [ ]
-InstallShardDataCollisionsDirectories += [ "newbieland_ai" ]
-InstallShardDataCollisionsDirectories += [ "newbieland_ig" ]
-InstallShardDataCollisionsDirectories += [ "newbieland_pacs" ]
-InstallShardDataCollisionsDirectories += [ "indoors_ai" ]
-InstallShardDataCollisionsDirectories += [ "indoors_ig" ]
-InstallShardDataCollisionsDirectories += [ "indoors_pacs" ]
-
-
-InstallClientData = [ ]
-
-ICMainCfg = { }
-ICMainCfg["Name"] = "main_cfg"
-ICMainCfg["UnpackTo"] = "cfg" # -> = "./cfg/"
-ICMainCfg["IsOptional"] = 0
-ICMainCfg["IsIncremental"] = 0
-ICMainCfg["Packages"] = [ [ "cfg", [ ] ] ]
-InstallClientData += [ ICMainCfg ]
-
-ICMainExedll = { }
-ICMainExedll["Name"] = "main_exedll"
-ICMainExedll["UnpackTo"] = "" # -> "./", to not unpack set to None
-ICMainExedll["IsOptional"] = 0
-ICMainExedll["IsIncremental"] = 0
-ICMainExedll["Packages"] = [ [ "exedll", [ ] ] ]
-InstallClientData += [ ICMainExedll ]
-
-ICMainFonts = { }
-ICMainFonts["Name"] = "main_fonts"
-ICMainFonts["UnpackTo"] = "data/fonts"
-ICMainFonts["IsOptional"] = 0
-ICMainFonts["IsIncremental"] = 0
-ICMainFonts["Packages"] = [ [ "fonts", [ ] ] ]
-InstallClientData += [ ICMainFonts ]
-
-ICMainPacked = { }
-ICMainPacked["Name"] = "main_packed"
-ICMainPacked["UnpackTo"] = "data"
-ICMainPacked["IsOptional"] = 0
-ICMainPacked["IsIncremental"] = 0
-ICMainPacked["Packages"] = [ [ "packedsheets", [ ] ] ]
-InstallClientData += [ ICMainPacked ]
-
-ICUser = { }
-ICUser["Name"] = "user"
-ICUser["UnpackTo"] = "user"
-ICUser["IsOptional"] = 0
-ICUser["IsIncremental"] = 0
-ICUser["Packages"] = [ [ "user", [ ] ] ]
-InstallClientData += [ ICUser ]
-
-ICExamples = { }
-ICExamples["Name"] = "examples"
-ICExamples["UnpackTo"] = "examples"
-ICExamples["IsOptional"] = 0
-ICExamples["IsIncremental"] = 0
-ICExamples["Packages"] = [ [ "examples", [ ] ] ]
-InstallClientData += [ ICExamples ]
-
-ICCommon = { }
-ICCommon["Name"] = "common"
-ICCommon["UnpackTo"] = None
-ICCommon["IsOptional"] = 0
-ICCommon["IsIncremental"] = 1
-ICCommon["Packages"] = [ ]
-ICCommon["Packages"] += [ [ "sound", [ ] ] ]
-ICCommon["Packages"] += [ [ "sky", [ ] ] ]
-ICCommon["Packages"] += [ [ "sfx", [ ] ] ]
-ICCommon["Packages"] += [ [ "objects", [ ] ] ]
-ICCommon["Packages"] += [ [ "construction", [ ] ] ]
-ICCommon["Packages"] += [ [ "outgame", [ ] ] ]
-ICCommon["Packages"] += [ [ "leveldesign", [ ] ] ]
-ICCommon["Packages"] += [ [ "interfaces", [ ] ] ]
-ICCommon["Packages"] += [ [ "gamedev", [ ] ] ]
-ICCommon["Packages"] += [ [ "data_common", [ ] ] ]
-ICCommon["Packages"] += [ [ "fauna_swt", [ ] ] ]
-ICCommon["Packages"] += [ [ "fauna_skeletons", [ ] ] ]
-ICCommon["Packages"] += [ [ "fauna_shapes", [ ] ] ]
-ICCommon["Packages"] += [ [ "fauna_maps", [ ] ] ]
-ICCommon["Packages"] += [ [ "fauna_animations", [ ] ] ]
-InstallClientData += [ ICCommon ]
-
-ICCharacterArmors = [ ]
-ICCharacterArmors += [ "zo_hom_visage" ]
-ICCharacterArmors += [ "zo_hom_underwear" ]
-ICCharacterArmors += [ "zo_hom_civil01" ]
-ICCharacterArmors += [ "zo_hom_cheveux" ]
-ICCharacterArmors += [ "zo_hom_caster01" ]
-ICCharacterArmors += [ "zo_hom_armor01" ]
-ICCharacterArmors += [ "zo_hom_armor00" ]
-ICCharacterArmors += [ "zo_hof_visage" ]
-ICCharacterArmors += [ "zo_hof_underwear" ]
-ICCharacterArmors += [ "zo_hof_civil01" ]
-ICCharacterArmors += [ "zo_hof_cheveux" ]
-ICCharacterArmors += [ "zo_hof_caster01" ]
-ICCharacterArmors += [ "zo_hof_armor01" ]
-ICCharacterArmors += [ "zo_hof_armor00" ]
-ICCharacterArmors += [ "zo_casque01" ]
-ICCharacterArmors += [ "tr_hom_visage" ]
-ICCharacterArmors += [ "tr_hom_underwear" ]
-ICCharacterArmors += [ "tr_hom_refugee" ]
-ICCharacterArmors += [ "tr_hom_civil01" ]
-ICCharacterArmors += [ "tr_hom_cheveux" ]
-ICCharacterArmors += [ "tr_hom_caster01" ]
-ICCharacterArmors += [ "tr_hom_armor01" ]
-ICCharacterArmors += [ "tr_hom_armor00" ]
-ICCharacterArmors += [ "tr_hof_visage" ]
-ICCharacterArmors += [ "tr_hof_underwear" ]
-ICCharacterArmors += [ "tr_hof_refugee" ]
-ICCharacterArmors += [ "tr_hof_civil01" ]
-ICCharacterArmors += [ "tr_hof_cheveux" ]
-ICCharacterArmors += [ "tr_hof_caster01" ]
-ICCharacterArmors += [ "tr_hof_armor01" ]
-ICCharacterArmors += [ "tr_hof_armor00" ]
-ICCharacterArmors += [ "tr_casque01" ]
-ICCharacterArmors += [ "ma_hom_visage" ]
-ICCharacterArmors += [ "ma_hom_underwear" ]
-ICCharacterArmors += [ "ma_hom_civil01" ]
-ICCharacterArmors += [ "ma_hom_cheveux" ]
-ICCharacterArmors += [ "ma_hom_caster01" ]
-ICCharacterArmors += [ "ma_hom_armor01" ]
-ICCharacterArmors += [ "ma_hom_armor00" ]
-ICCharacterArmors += [ "ma_hof_visage" ]
-ICCharacterArmors += [ "ma_hof_underwear" ]
-ICCharacterArmors += [ "ma_hof_civil01" ]
-ICCharacterArmors += [ "ma_hof_cheveux" ]
-ICCharacterArmors += [ "ma_hof_caster01" ]
-ICCharacterArmors += [ "ma_hof_casque01" ]
-ICCharacterArmors += [ "ma_hof_armor04" ]
-ICCharacterArmors += [ "ma_hof_armor01" ]
-ICCharacterArmors += [ "ma_hof_armor00" ]
-ICCharacterArmors += [ "fy_hom_visage" ]
-ICCharacterArmors += [ "fy_hom_underwear" ]
-ICCharacterArmors += [ "fy_hom_ruflaket" ]
-ICCharacterArmors += [ "fy_hom_civil01" ]
-ICCharacterArmors += [ "fy_hom_cheveux" ]
-ICCharacterArmors += [ "fy_hom_caster01" ]
-ICCharacterArmors += [ "fy_hom_barman" ]
-ICCharacterArmors += [ "fy_hom_armor01" ]
-ICCharacterArmors += [ "fy_hom_armor00" ]
-ICCharacterArmors += [ "fy_hof_visage" ]
-ICCharacterArmors += [ "fy_hof_underwear" ]
-ICCharacterArmors += [ "fy_hof_civil01" ]
-ICCharacterArmors += [ "fy_hof_cheveux" ]
-ICCharacterArmors += [ "fy_hof_caster01" ]
-ICCharacterArmors += [ "fy_hof_armor01" ]
-ICCharacterArmors += [ "fy_hof_armor00" ]
-ICCharacterArmors += [ "ge_hof_armor02" ]
-ICCharacterArmors += [ "ge_hof_armor03" ]
-ICCharacterArmors += [ "ge_hof_armor04" ]
-ICCharacterArmors += [ "ge_hof_caster00" ]
-ICCharacterArmors += [ "ge_hom_armor02" ]
-ICCharacterArmors += [ "ge_hom_armor03" ]
-ICCharacterArmors += [ "ge_hom_armor04" ]
-ICCharacterArmors += [ "ge_hom_caster00" ]
-ICCharacter = { }
-ICCharacter["Name"] = "character"
-ICCharacter["UnpackTo"] = None
-ICCharacter["IsOptional"] = 0
-ICCharacter["IsIncremental"] = 1
-ICCharacter["Packages"] = [ ]
-ICCharacter["Packages"] += [ [ "characters_swt", [ ] ] ]
-ICCharacter["Packages"] += [ [ "characters_skeletons", [ ] ] ]
-ICCharacter["Packages"] += [ [ "characters_shapes", [ ] ] ]
-ICCharacter["Packages"] += [ [ "characters_animations", [ ] ] ]
-ICCharacterMapsConditions = [ ]
-for armor in ICCharacterArmors:
- ICCharacterMapsConditions += [ "-ifnot" ]
- ICCharacterMapsConditions += [ armor + "*" ]
-ICCharacter["Packages"] += [ [ "characters_maps_hr", [ "characters_maps_hr.bnp" ] + ICCharacterMapsConditions, "characters.hlsbank" ] ]
-for armor in ICCharacterArmors:
- ICCharacter["Packages"] += [ [ "characters_maps_hr", [ "characters_maps_" + armor + "_hr.bnp", "-if", armor + "*" ], "characters.hlsbank" ] ]
-InstallClientData += [ ICCharacter ]
-
-ICEsPrimesRacines = { }
-ICEsPrimesRacines["Name"] = "es_primes_racines"
-ICEsPrimesRacines["UnpackTo"] = None
-ICEsPrimesRacines["IsOptional"] = 0
-ICEsPrimesRacines["IsIncremental"] = 1
-ICEsPrimesRacines["Packages"] = [ ]
-ICEsPrimesRacines["Packages"] += [ [ "primes_racines_vegetable_sets", [ ] ] ]
-ICEsPrimesRacines["Packages"] += [ [ "primes_racines_vegetables", [ ] ] ]
-ICEsPrimesRacines["Packages"] += [ [ "primes_racines_tiles", [ ] ] ]
-ICEsPrimesRacines["Packages"] += [ [ "primes_racines_shapes", [ ] ] ]
-ICEsPrimesRacines["Packages"] += [ [ "primes_racines_pacs_prim", [ ] ] ]
-ICEsPrimesRacines["Packages"] += [ [ "primes_racines_maps", [ ] ] ]
-ICEsPrimesRacines["Packages"] += [ [ "primes_racines_lightmaps", [ ] ] ]
-ICEsPrimesRacines["Packages"] += [ [ "primes_racines_displaces", [ ] ] ]
-ICEsPrimesRacines["Packages"] += [ [ "primes_racines_bank", [ ] ] ]
-InstallClientData += [ ICEsPrimesRacines ]
-
-ICEsDesert = { }
-ICEsDesert["Name"] = "es_desert"
-ICEsDesert["UnpackTo"] = None
-ICEsDesert["IsOptional"] = 1
-ICEsDesert["IsIncremental"] = 1
-ICEsDesert["Packages"] = [ ]
-ICEsDesert["Packages"] += [ [ "desert_vegetable_sets", [ ] ] ]
-ICEsDesert["Packages"] += [ [ "desert_vegetables", [ ] ] ]
-ICEsDesert["Packages"] += [ [ "desert_tiles", [ ] ] ]
-ICEsDesert["Packages"] += [ [ "desert_shapes", [ ] ] ]
-ICEsDesert["Packages"] += [ [ "desert_pacs_prim", [ ] ] ]
-ICEsDesert["Packages"] += [ [ "desert_maps", [ ] ] ]
-ICEsDesert["Packages"] += [ [ "desert_lightmaps", [ ] ] ]
-ICEsDesert["Packages"] += [ [ "desert_displaces", [ ] ] ]
-ICEsDesert["Packages"] += [ [ "desert_bank", [ ] ] ]
-InstallClientData += [ ICEsDesert ]
-
-ICEsLacustre = { }
-ICEsLacustre["Name"] = "es_lacustre"
-ICEsLacustre["UnpackTo"] = None
-ICEsLacustre["IsOptional"] = 1
-ICEsLacustre["IsIncremental"] = 1
-ICEsLacustre["Packages"] = [ ]
-ICEsLacustre["Packages"] += [ [ "lacustre_vegetable_sets", [ ] ] ]
-ICEsLacustre["Packages"] += [ [ "lacustre_vegetables", [ ] ] ]
-ICEsLacustre["Packages"] += [ [ "lacustre_tiles", [ ] ] ]
-ICEsLacustre["Packages"] += [ [ "lacustre_shapes", [ ] ] ]
-ICEsLacustre["Packages"] += [ [ "lacustre_pacs_prim", [ ] ] ]
-ICEsLacustre["Packages"] += [ [ "lacustre_maps", [ ] ] ]
-ICEsLacustre["Packages"] += [ [ "lacustre_lightmaps", [ ] ] ]
-ICEsLacustre["Packages"] += [ [ "lacustre_displaces", [ ] ] ]
-ICEsLacustre["Packages"] += [ [ "lacustre_bank", [ ] ] ]
-InstallClientData += [ ICEsLacustre ]
-
-ICEsJungle = { }
-ICEsJungle["Name"] = "es_jungle"
-ICEsJungle["UnpackTo"] = None
-ICEsJungle["IsOptional"] = 1
-ICEsJungle["IsIncremental"] = 1
-ICEsJungle["Packages"] = [ ]
-ICEsJungle["Packages"] += [ [ "jungle_vegetable_sets", [ ] ] ]
-ICEsJungle["Packages"] += [ [ "jungle_vegetables", [ ] ] ]
-ICEsJungle["Packages"] += [ [ "jungle_tiles", [ ] ] ]
-ICEsJungle["Packages"] += [ [ "jungle_shapes", [ ] ] ]
-ICEsJungle["Packages"] += [ [ "jungle_pacs_prim", [ ] ] ]
-ICEsJungle["Packages"] += [ [ "jungle_maps", [ ] ] ]
-ICEsJungle["Packages"] += [ [ "jungle_lightmaps", [ ] ] ]
-ICEsJungle["Packages"] += [ [ "jungle_displaces", [ ] ] ]
-ICEsJungle["Packages"] += [ [ "jungle_bank", [ ] ] ]
-InstallClientData += [ ICEsJungle ]
-
-ICFyros = { }
-ICFyros["Name"] = "fyros"
-ICFyros["UnpackTo"] = None
-ICFyros["IsOptional"] = 1
-ICFyros["IsIncremental"] = 1
-ICFyros["Packages"] = [ ]
-ICFyros["Packages"] += [ [ "fyros_zones", [ ] ] ]
-ICFyros["Packages"] += [ [ "fyros_shapes", [ ] ] ]
-ICFyros["Packages"] += [ [ "fyros_pacs", [ ] ] ]
-ICFyros["Packages"] += [ [ "fyros_maps", [ ] ] ]
-ICFyros["Packages"] += [ [ "fyros_lightmaps", [ ] ] ]
-ICFyros["Packages"] += [ [ "fyros_ig", [ ] ] ]
-ICFyros["Packages"] += [ [ "fyros_newbie_zones", [ ] ] ]
-ICFyros["Packages"] += [ [ "fyros_newbie_pacs", [ ] ] ]
-ICFyros["Packages"] += [ [ "fyros_newbie_ig", [ ] ] ]
-ICFyros["Packages"] += [ [ "fyros_island_zones", [ ] ] ]
-ICFyros["Packages"] += [ [ "fyros_island_pacs", [ ] ] ]
-ICFyros["Packages"] += [ [ "fyros_island_ig", [ ] ] ]
-InstallClientData += [ ICFyros ]
-
-ICMatis = { }
-ICMatis["Name"] = "matis"
-ICMatis["UnpackTo"] = None
-ICMatis["IsOptional"] = 1
-ICMatis["IsIncremental"] = 1
-ICMatis["Packages"] = [ ]
-ICMatis["Packages"] += [ [ "matis_zones", [ ] ] ]
-ICMatis["Packages"] += [ [ "matis_shapes", [ ] ] ]
-ICMatis["Packages"] += [ [ "matis_pacs", [ ] ] ]
-ICMatis["Packages"] += [ [ "matis_maps", [ ] ] ]
-ICMatis["Packages"] += [ [ "matis_lightmaps", [ ] ] ]
-ICMatis["Packages"] += [ [ "matis_ig", [ ] ] ]
-ICMatis["Packages"] += [ [ "matis_island_zones", [ ] ] ]
-ICMatis["Packages"] += [ [ "matis_island_pacs", [ ] ] ]
-ICMatis["Packages"] += [ [ "matis_island_ig", [ ] ] ]
-InstallClientData += [ ICMatis ]
-
-ICZorai = { }
-ICZorai["Name"] = "zorai"
-ICZorai["UnpackTo"] = None
-ICZorai["IsOptional"] = 1
-ICZorai["IsIncremental"] = 1
-ICZorai["Packages"] = [ ]
-ICZorai["Packages"] += [ [ "zorai_zones", [ ] ] ]
-ICZorai["Packages"] += [ [ "zorai_shapes", [ ] ] ]
-ICZorai["Packages"] += [ [ "zorai_pacs", [ ] ] ]
-ICZorai["Packages"] += [ [ "zorai_maps", [ ] ] ]
-ICZorai["Packages"] += [ [ "zorai_lightmaps", [ ] ] ]
-ICZorai["Packages"] += [ [ "zorai_ig", [ ] ] ]
-ICZorai["Packages"] += [ [ "zorai_island_zones", [ ] ] ]
-ICZorai["Packages"] += [ [ "zorai_island_pacs", [ ] ] ]
-ICZorai["Packages"] += [ [ "zorai_island_ig", [ ] ] ]
-InstallClientData += [ ICZorai ]
-
-ICTryker = { }
-ICTryker["Name"] = "tryker"
-ICTryker["UnpackTo"] = None
-ICTryker["IsOptional"] = 1
-ICTryker["IsIncremental"] = 1
-ICTryker["Packages"] = [ ]
-ICTryker["Packages"] += [ [ "tryker_zones", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_shapes", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_pacs", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_maps", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_lightmaps", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_ig", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_newbie_zones", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_newbie_shapes", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_newbie_pacs", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_newbie_ig", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_island_zones", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_island_shapes", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_island_pacs", [ ] ] ]
-ICTryker["Packages"] += [ [ "tryker_island_ig", [ ] ] ]
-InstallClientData += [ ICTryker ]
-
-ICSources = { }
-ICSources["Name"] = "sources"
-ICSources["UnpackTo"] = None
-ICSources["IsOptional"] = 1
-ICSources["IsIncremental"] = 1
-ICSources["Packages"] = [ ]
-ICSources["Packages"] += [ [ "sources_zones", [ ] ] ]
-ICSources["Packages"] += [ [ "sources_shapes", [ ] ] ]
-ICSources["Packages"] += [ [ "sources_pacs", [ ] ] ]
-ICSources["Packages"] += [ [ "sources_maps", [ ] ] ]
-ICSources["Packages"] += [ [ "sources_lightmaps", [ ] ] ]
-ICSources["Packages"] += [ [ "sources_ig", [ ] ] ]
-InstallClientData += [ ICSources ]
-
-ICRouteGouffre = { }
-ICRouteGouffre["Name"] = "route_gouffre"
-ICRouteGouffre["UnpackTo"] = None
-ICRouteGouffre["IsOptional"] = 1
-ICRouteGouffre["IsIncremental"] = 1
-ICRouteGouffre["Packages"] = [ ]
-ICRouteGouffre["Packages"] += [ [ "route_gouffre_zones", [ ] ] ]
-ICRouteGouffre["Packages"] += [ [ "route_gouffre_shapes", [ ] ] ]
-ICRouteGouffre["Packages"] += [ [ "route_gouffre_pacs", [ ] ] ]
-ICRouteGouffre["Packages"] += [ [ "route_gouffre_maps", [ ] ] ]
-ICRouteGouffre["Packages"] += [ [ "route_gouffre_lightmaps", [ ] ] ]
-ICRouteGouffre["Packages"] += [ [ "route_gouffre_ig", [ ] ] ]
-InstallClientData += [ ICRouteGouffre ]
-
-ICBagne = { }
-ICBagne["Name"] = "bagne"
-ICBagne["UnpackTo"] = None
-ICBagne["IsOptional"] = 1
-ICBagne["IsIncremental"] = 1
-ICBagne["Packages"] = [ ]
-ICBagne["Packages"] += [ [ "bagne_zones", [ ] ] ]
-ICBagne["Packages"] += [ [ "bagne_shapes", [ ] ] ]
-ICBagne["Packages"] += [ [ "bagne_pacs", [ ] ] ]
-ICBagne["Packages"] += [ [ "bagne_maps", [ ] ] ]
-ICBagne["Packages"] += [ [ "bagne_lightmaps", [ ] ] ]
-ICBagne["Packages"] += [ [ "bagne_ig", [ ] ] ]
-InstallClientData += [ ICBagne ]
-
-ICTerre = { }
-ICTerre["Name"] = "terre"
-ICTerre["UnpackTo"] = None
-ICTerre["IsOptional"] = 1
-ICTerre["IsIncremental"] = 1
-ICTerre["Packages"] = [ ]
-ICTerre["Packages"] += [ [ "terre_zones", [ ] ] ]
-ICTerre["Packages"] += [ [ "terre_shapes", [ ] ] ]
-ICTerre["Packages"] += [ [ "terre_pacs", [ ] ] ]
-ICTerre["Packages"] += [ [ "terre_maps", [ ] ] ]
-ICTerre["Packages"] += [ [ "terre_lightmaps", [ ] ] ]
-ICTerre["Packages"] += [ [ "terre_ig", [ ] ] ]
-InstallClientData += [ ICTerre ]
-
-ICNexus = { }
-ICNexus["Name"] = "nexus"
-ICNexus["UnpackTo"] = None
-ICNexus["IsOptional"] = 1
-ICNexus["IsIncremental"] = 1
-ICNexus["Packages"] = [ ]
-ICNexus["Packages"] += [ [ "nexus_zones", [ ] ] ]
-ICNexus["Packages"] += [ [ "nexus_shapes", [ ] ] ]
-ICNexus["Packages"] += [ [ "nexus_pacs", [ ] ] ]
-ICNexus["Packages"] += [ [ "nexus_maps", [ ] ] ]
-ICNexus["Packages"] += [ [ "nexus_lightmaps", [ ] ] ]
-ICNexus["Packages"] += [ [ "nexus_ig", [ ] ] ]
-InstallClientData += [ ICNexus ]
-
-ICNewbieland = { }
-ICNewbieland["Name"] = "newbieland"
-ICNewbieland["UnpackTo"] = None
-ICNewbieland["IsOptional"] = 1
-ICNewbieland["IsIncremental"] = 1
-ICNewbieland["Packages"] = [ ]
-ICNewbieland["Packages"] += [ [ "newbieland_zones", [ ] ] ]
-ICNewbieland["Packages"] += [ [ "newbieland_shapes", [ ] ] ]
-ICNewbieland["Packages"] += [ [ "newbieland_pacs", [ ] ] ]
-ICNewbieland["Packages"] += [ [ "newbieland_maps", [ ] ] ]
-ICNewbieland["Packages"] += [ [ "newbieland_ig", [ ] ] ]
-InstallClientData += [ ICNewbieland ]
-
-ICIndoors = { }
-ICIndoors["Name"] = "indoors"
-ICIndoors["UnpackTo"] = None
-ICIndoors["IsOptional"] = 1
-ICIndoors["IsIncremental"] = 1
-ICIndoors["Packages"] = [ ]
-ICIndoors["Packages"] += [ [ "indoors_shapes", [ ] ] ]
-ICIndoors["Packages"] += [ [ "indoors_pacs", [ ] ] ]
-ICIndoors["Packages"] += [ [ "indoors_lightmaps", [ ] ] ]
-ICIndoors["Packages"] += [ [ "indoors_ig", [ ] ] ]
-InstallClientData += [ ICIndoors ]
-
-ICR2 = { }
-ICR2["Name"] = "r2"
-ICR2["UnpackTo"] = None
-ICR2["IsOptional"] = 1
-ICR2["IsIncremental"] = 1
-ICR2["Packages"] = [ ]
-ICR2["Packages"] += [ [ "r2_misc", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_jungle", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_lakes", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_desert", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_roots", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_forest", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_lakes2", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_jungle2", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_forest2", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_desert2", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_roots2", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_forest_maps", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_desert_maps", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_roots_maps", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_lakes_maps", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_jungle_maps", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_roots_pz", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_lakes_pz", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_jungle_pz", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_forest_pz", [ ] ] ]
-ICR2["Packages"] += [ [ "r2_desert_pz", [ ] ] ]
-InstallClientData += [ ICR2 ]
-
-
-# end of file