// Config file for object_viewer.cfg. This file must be in the same directory than object_viewer.dll // your searhc pathes, (where to find textures, shapes, tiles, zones ...) search_pathes = { "w:\database\stuff\fyros\agents\_textures\actors", "w:\database\stuff\tryker\agents\_textures\actors", "w:\database\stuff\matis\agents\_textures\actors", "w:\database\stuff\zorai\agents\_textures\actors", "w:\database\stuff\fyros\agents\_textures\monster", "w:\database\stuff\tryker\agents\_textures\monster", "w:\database\stuff\matis\agents\_textures\monster", "w:\database\stuff\zorai\agents\_textures\monster", "w:\database\stuff\fyros\agents\_textures\accessories", "w:\database\stuff\tryker\agents\_textures\accessories", "w:\database\stuff\matis\agents\_textures\accessories", "w:\database\stuff\zorai\agents\_textures\accessories", "W:\Database\Stuff\Matis\Decors\_textures\batiments", "W:\Database\Stuff\zorai\Decors\_textures\batiments", "W:\Database\Stuff\tryker\Decors\_textures\batiments", "W:\Database\Stuff\fyros\Decors\_textures\batiments", "W:\Database\Stuff\fyros\Decors\_textures", "W:\Database\SFX\maps", "W:\Database\SFX\old_shapes", "W:\Database\Stuff\Primes_Racines\Agents\_textures\Monster", "W:\Database\Stuff\Jungle\Agents\_textures\Monster", "W:\Database\Stuff\Goo\Agents\_textures\monster", "W:\Database\Stuff\caravan\Agents\_textures\Actors", }; recursive_search_pathes= { // "\\server\sound\ryzom_data_raw" "R:\code\ryzom\data\sound" }; // can load dds if the tga is not available extensions_remapping = { "tga", "dds" }; camera_focal = 75; // this is optional // sound related vars packed_sheet_path = "R:\code\ryzom\data\sound"; sample_path = "R:\code\ryzom\data\sound\samplebanks\"; // // Vegetable Landscape Setup (for vegetable edition). search_pathes must be OK. veget_tile_bank= ""; // this is optional, but obligatory for Vegetable Edit to work properly veget_tile_far_bank= ""; // this is optional, but obligatory for Vegetable Edit to work properly veget_landscape_zones= // this is optional, but obligatory for Vegetable Edit to work properly { }; veget_landscape_threshold= 0.01; // this is optional veget_landscape_tile_near= 50; // this is optional veget_landscape_ambient = {17, 54, 100} ; // this is optional veget_landscape_diffuse = {241, 226, 244} ; // this is optional veget_landscape_snap_height= 1.70; // this is optional // veget setup veget_texture= ""; // this is optional, but important for Vegetable Edit to behave properly veget_ambient= {80, 80, 80}; // this is optional veget_diffuse= {255, 255, 255}; // this is optional. NB: works like veget_landscape_diffuse (ie maxLightFactor possible) veget_light_dir= {0, 1, -1}; // this is optional veget_wind_dir= {1, 1, 0}; // this is optional veget_wind_freq= 0.5; // this is optional veget_wind_power= 1; // this is optional veget_wind_bend_min= 0; // this is optional // scene_light setup scene_light_enabled = 1; // this is optional. Usefull to load Igs with lights and see correct ligthing scene_light_sun_specular= {255, 255, 255}; // this is optional scene_light_sun_diffuse = {255, 255, 255}; // this is optional scene_light_sun_ambiant = {64, 64, 64}; // this is optional scene_light_sun_dir = {1, 0, -1}; // this is optional // scale the played position of all the skeletons by this value (default 1). character_scale_pos= 1; // "opengl" (default) or "direct3d" driver = "opengl"; // Fog fog = 0; fog_color = { 64, 64, 64}; fog_start = 250; fog_end = 500; // Clouds cloud_count = 0; cloud_diffuse = {255,255,255}; cloud_ambient = {120,140,160}; cloud_speed = 5.0; cloud_update_period = 120.0; cloud_wind_speed = 2.0;