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Commit 2ae228f2 authored by Tazpn's avatar Tazpn
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;
; 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
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