// 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" };