1 // repertory of textures bases (no-colorized)
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2 input_path_texbase = "data\\texbases";
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4 // repertory of masks (original)
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5 input_path_mask = "data\\masks";
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7 // repertory output of masks optimized created
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8 output_path_mask_optimized = "data\\output_mask";
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10 // file of infos colorization average for the client
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11 output_path_cgi = "data\\output_cfg";
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13 // file of infos about multiplexing texture for the client
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14 output_path_gtm = "data\\output_cfg";
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16 // additionnal paths to search for textures
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17 additionnal_paths = { "panoply", "data" };
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19 // The input path for textures
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20 input_path = "panoply";
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22 // the output path for result textures
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23 output_path = "png";
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25 // output files format used
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26 output_format = "png";
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28 // A character that is as a separator between extension
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29 default_separator = "_";
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31 // the types of bitmaps that must be loaded from the source folder
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32 bitmap_extensions = { "tga", "png" };
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35 // the extension for the masks of the texture
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36 // If "mask1" is a extension, and that there's a bitmap name "tex_mask1", it is a "mask1" mask for tex
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37 // Each mask has its own set of colors
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38 mask_extensions = { "skin", "user", "hair" };
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41 // Let's define colors for mask1
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42 // hues are in the [0, 360] range and are interpreted as an absolute value
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50 // lightness are in the [-1, 1] range and are interpreted as a relative value
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51 // brightness are in the [-1, 1] range and are interpreted as a relative value
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53 // luminosities is interpreted as an added gray level. It usually ranges from -100 to 100 (like with photoshop)
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54 // A luminositie of 0 means it is unmodified
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55 // contrasts modulate the distance between colors components and the avg grey in the bitmap
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56 // If the contrasts is 0 we got unmodified color.
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57 // If the contrast is 100 the colors becomes pure
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58 // If the contrast is -100 the colors becomes grey
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61 skin_hues = { 0, 60, 120, 180, 240, 300 };
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62 skin_lightness = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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63 skin_saturations = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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65 skin_luminosities = { 0.0, 0.0, 0.0, 0.0, 0.0 , 0.0};
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66 skin_constrasts = { -100.0, -50.0, -20.0, 0.0, 50.0, 100.0 };
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68 // the color ids define the letters that are used to build the file name. Case is ignored. Several caharacters may be used
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69 skin_color_id = { "0", "1", "2", "3", "4", "5" };
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71 /////////////////////////////////////////////
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73 user_hues = { 0, 60, 120, 180, 240, 300 };
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74 user_lightness = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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75 user_saturations = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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77 user_luminosities = { 0.0, 10.0, 30.0, 50.0, 80.0, 100.0 };
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78 user_constrasts = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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80 // the color ids define the letters that are used to build the file
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81 user_color_id = { "A", "B", "C", "D", "E", "F" };
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83 /////////////////////////////////////////////
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85 hair_hues = { 0, 60, 120, 180, 240, 300 };
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86 hair_lightness = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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87 hair_saturations = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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89 hair_luminosities = { 0.0, 10.0, 30.0, 50.0, 80.0, 100.0 };
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90 hair_constrasts = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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92 // the color ids define the letters that are used to build the file
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93 hair_color_id = { "G", "H", "I", "J", "K", "L" };
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