1 // Config file for object_viewer.cfg. This file must be in the same directory than object_viewer.dll
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3 // your searhc pathes, (where to find textures, shapes, tiles, zones ...)
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6 "R:\graphics\stuff\generique\agents\_textures\accessories",
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7 "R:\graphics\stuff\generique\agents\_textures\actors",
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8 "R:\graphics\stuff\generique\decors\_textures\batiments",
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9 "R:\graphics\stuff\generique\decors\_textures",
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10 "R:\graphics\stuff\fyros\agents\_textures\actors",
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11 "R:\graphics\stuff\tryker\agents\_textures\actors",
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12 "R:\graphics\stuff\matis\agents\_textures\actors",
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13 "R:\graphics\stuff\zorai\agents\_textures\actors",
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14 "R:\graphics\stuff\fyros\agents\_textures\monster",
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15 "R:\graphics\stuff\tryker\agents\_textures\monster",
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16 "R:\graphics\stuff\matis\agents\_textures\monster",
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17 "R:\graphics\stuff\zorai\agents\_textures\monster",
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18 "R:\graphics\stuff\fyros\agents\_textures\accessories",
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19 "R:\graphics\stuff\tryker\agents\_textures\accessories",
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20 "R:\graphics\stuff\matis\agents\_textures\accessories",
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21 "R:\graphics\stuff\zorai\agents\_textures\accessories",
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22 "R:\graphics\Stuff\Matis\Decors\_textures\batiments",
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23 "R:\graphics\Stuff\zorai\Decors\_textures\batiments",
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24 "R:\graphics\Stuff\tryker\Decors\_textures\batiments",
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25 "R:\graphics\Stuff\fyros\Decors\_textures\batiments",
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26 "R:\graphics\Stuff\fyros\Decors\_textures",
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27 "R:\graphics\SFX\maps",
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28 "R:\graphics\SFX\old_shapes",
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29 "R:\graphics\Stuff\Primes_Racines\Agents\_textures\Monster",
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30 "R:\graphics\Stuff\Jungle\Agents\_textures\Monster",
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31 "R:\graphics\Stuff\Goo\Agents\_textures\monster",
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32 "R:\graphics\Stuff\caravan\Agents\_textures\Actors",
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35 recursive_search_pathes=
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37 // "\\server\sound\ryzom_data_raw"
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38 "R:\code\ryzom\data\sound"
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41 // can load dds if the tga is not available
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42 extensions_remapping = { "tga", "dds" };
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44 camera_focal = 75; // this is optional
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46 // sound related vars
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47 packed_sheet_path = "R:\code\ryzom\data\sound";
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48 sample_path = "R:\code\ryzom\data\sound\samplebanks\";
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52 // Vegetable Landscape Setup (for vegetable edition). search_pathes must be OK.
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53 veget_tile_bank= ""; // this is optional, but obligatory for Vegetable Edit to work properly
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54 veget_tile_far_bank= ""; // this is optional, but obligatory for Vegetable Edit to work properly
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55 veget_landscape_zones= // this is optional, but obligatory for Vegetable Edit to work properly
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58 veget_landscape_threshold= 0.01; // this is optional
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59 veget_landscape_tile_near= 50; // this is optional
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60 veget_landscape_ambient = {17, 54, 100} ; // this is optional
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61 veget_landscape_diffuse = {241, 226, 244} ; // this is optional
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62 veget_landscape_snap_height= 1.70; // this is optional
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65 veget_texture= ""; // this is optional, but important for Vegetable Edit to behave properly
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66 veget_ambient= {80, 80, 80}; // this is optional
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67 veget_diffuse= {255, 255, 255}; // this is optional. NB: works like veget_landscape_diffuse (ie maxLightFactor possible)
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68 veget_light_dir= {0, 1, -1}; // this is optional
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69 veget_wind_dir= {1, 1, 0}; // this is optional
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70 veget_wind_freq= 0.5; // this is optional
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71 veget_wind_power= 1; // this is optional
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72 veget_wind_bend_min= 0; // this is optional
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74 // scene_light setup
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75 scene_light_enabled = 1; // this is optional. Usefull to load Igs with lights and see correct ligthing
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76 scene_light_sun_specular= {255, 255, 255}; // this is optional
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77 scene_light_sun_diffuse = {255, 255, 255}; // this is optional
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78 scene_light_sun_ambiant = {64, 64, 64}; // this is optional
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79 scene_light_sun_dir = {1, 0, -1}; // this is optional
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82 // scale the played position of all the skeletons by this value (default 1).
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83 character_scale_pos= 1;
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85 // "opengl" (default) or "direct3d"
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90 fog_color = { 64, 64, 64};
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96 cloud_diffuse = {255,255,255};
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97 cloud_ambient = {120,140,160};
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99 cloud_update_period = 120.0;
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100 cloud_wind_speed = 2.0;
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