; This is the configuration I use to generate the overview maps at ; http://www.randomly.org/projects/mapper/alb.png, hib.png, mid.png ; (I haven't released the glue script that puts them together yet; patience..) [maps] ; Global settings live in this section. mode=color ; color or greyscale. Greyscale is mostly untested. include = local.ini renderers = background, river, bumpmap, trees, structures, bounds [background] type = background [bounds] type = bounds alpha = 90 ; alpha of bounds color color = 150,0,0 ; color to fill prohibited area [river] type = river alpha = 90 ; alpha of river overlay color = default ; color of river overlay; default = use value from map data [bumpmap] type = bumpmap z_scale = 20.0 ; exaggeration factor applied to heightfield light_vect = -1.0,1.0,-1.0 ; light direction vector (-z is 'down') light_min = 0.6 ; minimum light level (multiplies base color) light_max = 1.2 ; maximum light level (multiplies base color) ; A 'fixture' renderer specifies a number of sub-sections to use depending on ; the .nif being drawn. Anything not explicitly named uses the section ; named in 'default'. 'classify' delegates fixture classification to another ; section. [trees] type = fixture classify = fixture-classes default = draw.none tree = draw.tree [structures] type = fixture classify = fixture-classes default = draw.shaded tree = draw.none ; ; These are the fixture subsections. ; ; type is one of: ; none: don't draw the fixture at all ; wireframe: draw just the wireframe of the fixture ; expects color=RGBA ; use color=default to use the color specified by the map data ; solid: draw and fill the wireframe ; expects fill=RGBA and outline=RGBA ; use fill=none or outline=none to turn them off ; use fill=default and outline=default to use the color specified by the ; map data ; shaded: flat-shade and fill the wireframe ; expects color=RGBA ; use color=default to use the color specified by the map data ; ; layer controls the order in which fixtures are drawn. All fixtures in layer ; 0 are drawn first, then all fixtures in layer 1, and so on. ; (this ordering is per renderer instance, so it's irrelevant for the ; particular example below since I use two separate renderers anyway) [draw.tree] type=shaded light_vect = -1.0,1.0,-1.0 ; light direction vector (-z is 'down') light_min = 0.5 ; minimum light level (multiplies base color) light_max = 1.0 ; maximum light level (multiplies base color) color=0,225,0,64 ; base color for fixtures, default = use map info layer=0 [draw.shaded] type=shaded light_vect = -1.0,1.0,-1.0 ; light direction vector (-z is 'down') light_min = 0.5 ; minimum light level (multiplies base color) light_max = 1.0 ; maximum light level (multiplies base color) color=default layer=1 [draw.none] type=none [fixture-classes] ; setting 'classify=fixture-classes' above means this section is used ; to classify .nif filenames to fixture type b_bush1 = tree b_htoak1 = tree b_htoakb = tree bbare1 = tree bbare2 = tree bmtntre1 = tree bpinea = tree bpinetree = tree brtstmp2 = tree brushclump = tree brushes = tree bspanmoss = tree btaltre1 = tree bvgrn1 = tree bvrgrn1 = tree bwillow = tree creepywebpine = tree elm1 = tree elm2 = tree fallencreepytree = tree hbareskny = tree hbirchsingle = tree hdeadtree = tree helm = tree helm2 = tree hfirbtree = tree hlog = tree hlogbent = tree hlowtree = tree hoaktree = tree hol-stmp = tree holdgrove = tree hstumpy = tree hstumpyleaf = tree hweepwill = tree lillypads = tree log1 = tree log1-s = tree log2 = tree log2-s = tree n_stump = tree n_stump-s = tree nbirchtree = tree npinea = tree npinea-s = tree npinedk = tree npinetree = tree npinetree-s = tree npintre-s = tree npintre1 = tree npintree = tree nreeds = tree nrushes = tree nvrgrn1-s = tree oak1 = tree pinetree = tree pintre1 = tree talloak1 = tree vrgrn1 = tree