; Alchemy 3ds Global UI Settings [Alchemy3dsExporter] ;**************************************************************************** ; Viewer controls group ; ; Refresh the embedded viewport Alchemy viewer Export_PC = 1 ; export the display to psx2 Export_DisplayPsx2 = 0 ; export the display to xbox Export_DisplayXbox = 0 ; export the display to gamecube Export_DisplayGamecube = 0 ;**************************************************************************** ; Object types group ; ; if true exports the mesh Include_Geometry = 1 ; if true exports the lights Include_Light = 1 ; if true exports the camera Include_Camera = 1 ; if true exports the textures of the mesh Include_Textures = 1 ; if true exports the LOD meshes Include_LOD_Mesh = 1 ; if true exports the skinned meshes Include_Skinned_Mesh = 1 ;**************************************************************************** ; Geometry export rollup ; ; if true exports the normals of the mesh Include_Normals = 1 ; if true exports the vertex colors Include_Colors = 1 ; if true exports the material attached to each mesh Include_Material = 1 ; if true we do not duplicate instantiated object Do_Not_Copy_Instantiate_Mesh = 0 ; if true, force to export indexed geometries Indexed_Geometry = 1 ; Backface cull flag ; enum FaceCullType {DEFAULT = 0,DISABLE,BACKFACE,FRONTFACE}; Back_Face_Cull_Type = 2 ;**************************************************************************** ; Misc export rollup ; ; height of the buffer where the procedural textures are rendered Height_Of_Rendered_Procedural_Texmap = 64 ; width of the buffer where the procedural textures are rendered Width_Of_Rendered_Procedural_Texmap = 64 ;**************************************************************************** ; Animation export rollup ; ; if true exports animation Include_Animation = 1 ; if true samples the animation matrices for export Sample_Key_Frame = 0 ; number of keyFrame we want to dump when we export placement matrix Number_Of_Key_In_Sampled_Animation = 100 ; Selects the type of animation ; 0 Repeat ; 1 Loop ; 2 Bounce ; 3 Clamp Animation_Type = 0 ; if true dumps each frame of a non-Bone animation Dump_Animated_Mesh = 0 ; number of frames we want to dump when we have non-bones animation Number_Of_Frame_In_Dumped_Animated_Mesh = 1 ; value of the frame used to export other animations (texture, material) Number_Of_The_Static_Frame = 0 ;**************************************************************************** ; Properties for objects rollup ; ; is the object collidable (unused by the scene graph) Collidable = 1 ; is the object invisible Invisible = 0 ; is the object dynamic (keeps the transform) Dynamic = 0 ; when true then a segment node should be created for the selected group Segment = 0 ; if true add an external entry to this node in the igbfile ; this is useful when using part of the scene from the igb file ; It should alway be set to false in this file Add_Entry_In_IGB = 0 ;**************************************************************************** ; Optimizer options rollup ; ; turn on/off the optimizer Optimizer = 1 ; use psx2 set ofoptimizations Optimizer_Psx2 = 0 ; use xbox set of optimizations Optimizer_XBox = 0 ; use gamecube set of optimizations Optimizer_Gamecube = 0 ; use pc set of optimizations Optimizer_Pc = 0 ; use custom set of optimizations Optimizer_Custom = 1 ; custom optimization file OptimizationFile = PCOptimizations.ini ; when optimizing, save an unoptimized version as well Save_Unoptimized_Reference = 0 ;**************************************************************************** ; Externalization and save options rollup ; ; flag to tell if we are going to extract part of the file ; or create a full igb igb file Save_FullIGB = 1 ; save the master file SaveMaster = 1 ; if true then the tagged objects are externally referenced Extract_Object = 1 ; extract and save the objects SaveObjects = 1 ; path for external ibjects ObjectPath = ; if true then the animations are externally referenced Extract_Animation = 1 ; extract and save the animation databases SaveAnimation = 1 ; path for external animation databases AnimationPath = ; The next two settings are distinct in the ini file. ; In the max exporter, if you set "External References for Images" ; will set both settings but show only the PNG one. ; If true then the png file are not saved in the igb (even if Save_FullIGB is true) ; (this is the setting shown in the exporter UI) Externalize_Png = 0 ; If true then the tga file are not saved in the igb (even if Save_FullIGB is true) Externalize_Tga = 0 ;**************************************************************************** ; These settings should not be changed ; The exporter relies on these to be set correctly. ; ; max number of matrices per triangle (skinning) Maximum_Matrix_Per_Triangle = 256 ; max number of matrices per vertex (skinning) Maximum_Matrix_Per_Vertex = 4