=begin Valve SketchUp Source Tools Configuration Copyright (C) 2008-2009 Valve Software Corporation This file stores configuration data and preferences for Valve Source exporters, such as vmf_export.rb and smd_export.rb. The settings stored here are re-loaded every time a Valve plugin is run. This allows you to change how the plugins work here without having to restart SketchUp. =end # ========== # VMF Export # ========== $v_vmf_prompt_save_dialog = "always" # always = (default) Always prompt user with a Save As dialog. Will pre-fill with skp filename or, if selected, prefixed component name # 1: If 1 component selected with prefix, i.e. 'VMF_overpass.skp', will use name overpass.vmf in prompt # 2: else, if filename is prefixed, i.e. 'MDL_floorlamp.skp', will use that in prompt # 3: else, just use the actual filename/component name in prompt # never = Never prompt for filename. Will do as above, but will not prompt. (for advanced users.) # context = Will look for context: If selected single object is prefix named # or file is prefix named, will not prompt. Will prompt in all other cases $v_vmf_export_boundingbox = false # Export 6 bounding box brushes around model. Default=false # Note: future versions may have three options instead of true/false: # 0 = never output. # 1 = always output # 2 = only output if no prefix named 'BND_xxx' brushes and/or layers are present $v_vmf_consoleoutput = false #Output more detailed spew to the Ruby Console. Use only to debug, as this will #slow down the export due to console spamming on large files. Default=false $v_vmf_debugoutput = false #Output debug information as comments to the output file. Default: false $v_vmf_defaultmaterial = "dev/graygrid" #The default material. $v_vmf_defaultmaterial_width= 128.0 #in units $v_vmf_defaultmaterial_height= 128.0 $v_vmf_defaultmaterial_pixelwidth= 512 #in pixels $v_vmf_defaultmaterial_pixelheight= 512 $v_vmf_uv_mapping = 2 #Preferred mode for calculating UVW axis for each solid face. The exporter can #detect non-orthogonal mappings and switch between "safe" and "advanced" as #needed to prevent lighting errors in the game engine. # 0 = Ignore UV calc, skip output. The resulting vmf will load, but won't \ # compile. This is for advanced users who want to completely UV by themselves. # 1 = Fallback behaviour: Use face normal to create world space projection # This is simple and fast, but the mapping doesn't doesn't look like the # SU model. It's also the safest, as non-ortho projections or missing # uv info will break the lighting pass. # 2 = Maintains xform, scale, and UV displacement. (Default) # Slower, but corresponds better with SU model. Will detect cases of non- # Othogonal UV axes that might cause the lighting pass to fail, and will # use mode 1 for those brush surfaces. $v_vmf_skew_tolerance = 0.01 #The tolerance in angle degrees within which a skewed UV is allowed on solids. #Larger angles will cause the exporter to fall back to mode 0 UV algorithm. default=0.01 $v_vmf_erroralert = true #Output error information to a pesky alert dialog. #For conditions which will result in bad vmfs $v_vmf_warnalert = true #Output warning information to a pesky alert dialog. #For conditions which will result in bad vmfs, but were recoverable $v_vmf_defaultskyboxname= "urbannightstormhdr" #The default skybox texture. #$v_vmf_defaultskyboxname= "sky_day01_05" #Portal, Half Life 2 #$v_vmf_defaultskyboxname= "sky_tf2_04" #Team Fortress 2 default #$v_vmf_defaultskyboxname= "urbannightstormhdr" #Left 4 Dead # the materials/skybox folder of mosdt source games will have other options # ========== # SMD Export # ========== $v_smd_prompt_save_dialog = "always" #See above for description. Default = "always" $v_smd_alert_on_auto_overwrite = true #alert if auto-named file will overwrite an existing file. This does # not apply to the save dialog. $v_smd_local_space = false #Export in local space coordinates (only if a single, 'MDL_' prefix-named component is selected) $v_smd_warning_tricount = 1000 #Warn if triangle count exceeds this number. A negative number disables the warning. $v_smd_up_axis = "z" #Preferred axis to use as 'up' direction. can be "z" or "y" $v_smd_alert_on_success = true #inform succesful completion with an alert dialog $v_smd_verbose_spew = false #Output detailed console info useful for debugging. Default = "false" $v_smd_comment_header_to_file = false #add comments to the smd header. Default = "false" $v_smd_comment_spew_to_file = false #add exporter console output to the smd header. Default = "false" $v_smd_run_qc = false #run studiomdl on the associated .qc (if that .qc exists.) ( For advanced users, default = "false" ) $v_smd_default_material = "greygrid" #default material $v_smd_default_material_width = 128.0 $v_smd_default_material_height = 128.0 #size in inches # ======= # Folders # ======= # If you specify game engine paths here, the plugins can perform automated compiling of # game assets. For more info visit: http://developer.valvesoftware.com/wiki/Game_Directory # Note: Exporter plugins will not create these folders for you if they don't already exist. # Note: If you use quoatation marks, the file path needs double slashes. If you use %q<>, you # Can copy and paste paths from explorer. $v_basepath = %q # BASE. The base engine folder is where the game executable is. This # executable is usually called hl2.exe or left4dead.exe. $v_modname = "swarm" # GAME/MOD NAME. The name of the game or mod you are creating content # for. This typically corresponds to a folder name under your base engine folder. $v_gamepath = $v_basepath + "\\" + $v_modname #specifying the game dir relative to the base path above #$v_gamepath = "c:\\Program Files\\Valve\\Steam\\SteamApps\\common\\left 4 dead\\left4dead\\" #specifying the game dir directly # GAME DIRECTORY: Each Source game or mod has a file called # 'gameinfo.txt' in this folder. This is the root folder for files used directly # by the game engine. These include compiled files, such as .mdl (model) and .bsp, # (game level) as well as uncompiled files such as .vmt (material) and .wav (sound). # By convention, the game directory is the base engine path+the game/mod name. # (i.e. "%q") $v_toolspath = $v_basepath+"\\bin" #relative to base path #$v_toolspath = %q #Using OB tools # TOOLS: Location of sdk/authoring tool .exe files. i.e. studiomdl.exe, vtex.exe, vbsp.exe, # vrad.exe, and vvis.exe. These may be used by the plugins to automatically compile # .smd or .vmf files that you create. $v_contentpath = %q # Content Folder. This is where original source files, those that are # to be compiled into game files, are kept. These include .vmf for game # levels, .smd for models, .tga for images, and .qc files that control # how a model is compiled. # (i.e. "c:\Program Files\Valve\Steam\SteamApps\common\left 4 dead\content") $v_maps_src = $v_contentpath+"\\mapsrc" # Maps output folder. This is where automatically created .vmf files are saved. $v_models_src = $v_contentpath+"\\modelsrc" # Models output folder. $v_models_compiler = "studiomdl.exe" $v_models_compiler_options = "-game \""+$v_gamepath+"\" -nop4" # end of config file