khanat-client-data-NeL/data/ryz/ryz_characters_maps_clothes/panoply.cfg

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2016-05-06 10:56:20 +00:00
// This configuration file help creating a panoply of textures from a base textures and masks
// additionnal paths to search for textures
additionnal_paths = { "W:\Database\Stuff\generique\Agents\_textures\Actors\mask" };
// The input path for textures
input_path = "W:\Database\Stuff\generique\Agents\_textures\Actors";
// the ouput path for result textures
output_path = "E:\C_moulinage\build\common\characters\processes\map\panoply";
// A character that is used to generate output names when a mask is not defined for a texture.
default_col_char = "_";
// the types of bitmaps that must be loaded from the source folder
bitmap_extensions = { "TGA", "tga" };
// 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 = { "user" };
mask_extensions = { "skin" , "user" , "hair" ,"eyes" };
//mask_extensions = { "hair" };
// 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 = { 7, 32, 70, 153, 200, 345, 35, 235 };
user_lightness = { 0.0, 0.0, 0.0, -0.05, 0.0, 0.0, 0.1, -0.1 };
user_saturations = { 0.2, 0.2, 0.2, 0.25, -0.1, 0.0, -0.2, -0.4 };
user_luminosities = { 0, 0, 0, 0, 0, 0, 10, -10 };
user_constrasts = { 0, 0, 5, 5, 7, 10, 40, 20 };
// 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" };
/////////////////////////////////////////////
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" };