// repertory of textures bases (no-colorized) input_path_texbase = "data\\texbases"; // repertory of masks (original) input_path_mask = "data\\masks"; // repertory output of masks optimized created output_path_mask_optimized = "data\\output_mask"; // file of infos colorization average for the client output_path_cgi = "data\\output_cfg"; // file of infos about multiplexing texture for the client output_path_gtm = "data\\output_cfg"; // additionnal paths to search for textures additionnal_paths = { "panoply", "data" }; // The input path for textures input_path = "panoply"; // the output path for result textures output_path = "png"; // output files format used output_format = "png"; // A character that is as a separator between extension default_separator = "_"; // the types of bitmaps that must be loaded from the source folder bitmap_extensions = { "tga", "png" }; // 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" }; // 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 = { 0, 60, 120, 180, 240, 300 }; skin_lightness = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; skin_saturations = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; skin_luminosities = { 0.0, 0.0, 0.0, 0.0, 0.0 , 0.0}; skin_constrasts = { -100.0, -50.0, -20.0, 0.0, 50.0, 100.0 }; // the color ids define the letters that are used to build the file name. Case is ignored. Several caharacters may be used skin_color_id = { "0", "1", "2", "3", "4", "5" }; ///////////////////////////////////////////// user_hues = { 0, 60, 120, 180, 240, 300 }; user_lightness = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; user_saturations = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; user_luminosities = { 0.0, 10.0, 30.0, 50.0, 80.0, 100.0 }; user_constrasts = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; // the color ids define the letters that are used to build the file user_color_id = { "A", "B", "C", "D", "E", "F" }; ///////////////////////////////////////////// hair_hues = { 0, 60, 120, 180, 240, 300 }; hair_lightness = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; hair_saturations = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; hair_luminosities = { 0.0, 10.0, 30.0, 50.0, 80.0, 100.0 }; hair_constrasts = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; // the color ids define the letters that are used to build the file hair_color_id = { "G", "H", "I", "J", "K", "L" };