diff --git a/MaxNifTools.ini b/MaxNifTools.ini new file mode 100644 index 0000000000000000000000000000000000000000..4ec1a551c60c9bf6abd89db86c0152b504ca88c9 --- /dev/null +++ b/MaxNifTools.ini @@ -0,0 +1,135 @@ +; +; Niftools Max tools configuration file +; +[System] +; ShortDescription used in the +ShortDescription=Netimmerse/Gamebryo +; KnownApplications - Used to indicate which sections in the ini file point +; to "Applications" which have their own settings in a section below. +KnownApplications=Oblivion;Morrowind;Civ4;DAoC +; Reparse the Applications (and therefore Texture directory cache) on every import/export +Reparse=0 + +[MaxNifImport] +; Current Application to get setting/directory information from. Should match KnownApps above or Auto. +; Auto will check the import file against the known root paths use that app if a directory match is found. +CurrentApp=Auto +; Wildcard to use on all NiNodes to test whether a biped may be used. Default: Bip* +SkeletonCheck=Bip* +; Use Bones or Biped. Biped is broken right now so use bones or nothing. Default: 0 +UseBiped=0 +; Flip the V coordinate. Default: 1 +FlipUVTextures=1 +; Show Textures in the Viewport. Default: 1 +ShowTextures=1 +; Enable AutoSmooth on meshes. Default: 1 +EnableAutoSmooth=1 +; AutoSmooth angle. Default: 30 +AutoSmoothAngle=30.0 +; Remove Double/Illegal faces on meshes on import +RemoveDoubleFaces=1 +RemoveIllegalFaces=1 +; EnableSkinSupport attempt to skin the mesh if bones are available +EnableSkinSupport=1 + +[BipedImport] +; Top level bone import setting. Default:1 +ImportBones=1 +; Biped Height. Default: 131.90 +BipedHeight=131.90 +; Biped initial rotation. Default: 90.0 +BipedAngle=90.0 +; Biped Ankle Attach. Default: 0.2 +BipedAnkleAttach=0.2 +; Use Triangle Pelvis. Default: 0 +BipedTrianglePelvis=0 +; Remove unused bones from the biped on import of a mesh. Default: 0 +RemoveUnusedImportedBones=0 +; Minimum Bone Width / Maximum Bone Width / Ratio of Width to Length +MinBoneWidth=0.001 +MaxBoneWidth=0.1 +BoneWidthToLengthRatio=0.01 +; Force nub to point back to parent at expense of loss of rotation data. Default: 1 +ForceRotation=0 +; Browse for skeleton on import. Default: 1 +BrowseForSkeleton=1 +; DefaultName for Skeletons (use if in same directory as imported nif) +DefaultSkeletonName=skeleton.nif + +; Create Dummy nodes for bones that appear to be helper objects. Default: 0 +CreateNubsForBones=0 +; Dummy nodes wildcard matching. (Hide these when not created as Dummy) Default: Bip??;Bip* NonAccum +DummyNodeMatches=Bip??;* NonAccum +; Make Billboard nodes to Dummy nodes rather than bones. Default: 1 +ConvertBillboardsToDummyNodes=1 +; Add Bones not controlled by a controller as dummy. Default: 1 +UncontrolledDummies=1 + +[AnimationImport] +; Enable Animation Import. Default: 1 +EnableAnimations=1 +; Require Multiple Keys to be present to before importing animation. (Kludge to workaround DOaC issues.) Default: 1 +RequireMultipleKeys=1 +; Replace TCB Rotation with Bezier (workaround for unexpected behavior with TCB rotations) +ReplaceTCBRotationWithBezier=1 +; Apply the overall transform to skin and bones. Default: 1 +ApplyOverallTransformToSkinAndBones=1 + +; [Applications] +; RootPaths - Semicolon separated list of base directories to use when determining which app the imported file is from +; +; TextureRootPaths - Semicolon separated list of base directories to look for texturefiles +; TextureExtensions - Extensions to scan for when using TextureSearchPaths +; TextureSeachPaths - Semicolon separated list of directories to look recursively for files in +; +; UseSkeleton - Whether to use skeleton. Default: 0 +; Skeleton - Default Skeleton to use when importing oblivion meshes +; GoToSkeletonBindPosition - Morrowind trishape data is not in the correct bind position for import. Default: 1 + +[Oblivion] +; Installation Folder +InstallPath=[HKLM\SOFTWARE\Bethesda Softworks\Oblivion]=@"Installed Path" +ExtractFolder=E:\Nifs\Oblivion + +RootPath=${InstallPath}\Data +MeshRootPath=${ExtractFolder}\Oblivion - Meshes +TextureRootPath=${ExtractFolder}\Oblivion - Textures - Compressed +UseSkeleton=1 +Skeleton=${MeshRootPath}\meshes\characters\_male\skeleton.nif +RootPaths=${RootPath};${MeshRootPath};${TextureRootPath} +TextureRootPaths=${RootPath};${TextureRootPath} +TextureExtensions=.dds; +TextureSearchPaths=${RootPath}\Textures;${TextureRootPath}\Textures\Characters;${TextureRootPath}\Textures\Armor +GoToSkeletonBindPosition=1 + +[Morrowind] +InstallPath=[HKLM\SOFTWARE\Bethesda Softworks\Morrowind]=@"Installed Path" +RootPath=${InstallPath}\Data Files +ExtractFolder=E:\Nifs\Morrowind\Data Files +RootPaths=${RootPath};${ExtractFolder} +TextureRootPaths=${RootPath}\Textures;${ExtractFolder}\Textures +TextureExtensions=.tga; +TextureSearchPaths=${RootPath}\Textures +GoToSkeletonBindPosition=1 + +[Civ4] +InstallPath=[HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4]=@"INSTALLDIR" +RootPath= +ExtractFolder=C:\Projects\Main\Civilization4\assets +RootPaths=${ExtractFolder};${InstallPath}\Assets;${InstallPath}\Mods;%USERPROFILE%\My Documents\My Games\Civilization 4\CustomAssets;%USERPROFILE%\My Documents\My Games\Civilization 4\Mods +TextureRootPaths=$(ExtractFolder)\art\shared\ +TextureExtensions=.dds;.bmp +TextureSearchPaths= +GoToSkeletonBindPosition=1 +DummyNodeMatches=MD;Bip;Bip??;* NonAccum;Effect*;Sound*;Dummy* + +[DAoC] +Isles_InstallPath=[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Dark Age of Camelot - Shrouded Isles_is1]=@"InstallLocation" +RootPath= +ExtractFolder= +RootPaths=${Isles_InstallPath};${ExtractFolder} +TextureRootPaths=$(ExtractFolder) +TextureExtensions=.dds;.bmp;.tga +TextureSearchPaths= +GoToSkeletonBindPosition=1 +ApplyOverallTransformToSkinAndBones=0 \ No newline at end of file