72 lines
2.4 KiB
Plaintext
72 lines
2.4 KiB
Plaintext
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# This is a workaround to load Japanese fonts
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use-vfs 0
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want-tk 1
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want-directtools 1
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level-editor-hoods TT
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# level-editor-hoods TT DD DG MM BR DL
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style-path-prefix /i
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load-display pandadx8
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chan-config-sanity-check #f
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multipass-viz none
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win-width 800
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win-height 600
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fullscreen 0
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sync-video #t
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# Configrc for running the level editor
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model-path $TTMODELS
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model-path $DMODELS
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sound-path $TTMODELS
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dna-preload phase_4/dna/storage.dna
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load-file-type toontown
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window-title Toontown
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compress-channels #t
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text-encoding utf8
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# The level editor requires this legacy setting for now, so we will
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# not generate dna files that are incompatible with the older
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# international branches.
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temp-hpr-fix 0
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# We must currently set this to avoid messing up some of
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# the suits' faces.
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egg-retesselate-coplanar #f
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# Custom ObjectTypes for Toontown.
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# "barrier" means a vertical wall, with bitmask 0x01
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# "floor" means a horizontal floor, with bitmask 0x02
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# "camera-collide" means things that the camera should avoid, with bitmask 0x04
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egg-object-type-barrier <Scalar> collide-mask { 0x01 } <Collide> { Polyset descend }
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egg-object-type-trigger <Scalar> collide-mask { 0x01 } <Collide> { Polyset descend intangible }
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egg-object-type-sphere <Scalar> collide-mask { 0x01 } <Collide> { Sphere descend }
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egg-object-type-trigger-sphere <Scalar> collide-mask { 0x01 } <Collide> { Sphere descend intangible }
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egg-object-type-floor <Scalar> collide-mask { 0x02 } <Collide> { Polyset descend }
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egg-object-type-camera-collide <Scalar> collide-mask { 0x04 } <Collide> { Polyset descend }
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egg-object-type-camera-collide-sphere <Scalar> collide-mask { 0x04 } <Collide> { Sphere descend }
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egg-object-type-camera-barrier <Scalar> collide-mask { 0x05 } <Collide> { Polyset descend }
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egg-object-type-camera-barrier-sphere <Scalar> collide-mask { 0x05 } <Collide> { Sphere descend }
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# The modelers occasionally put <ObjectType> { model } instead of
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# <Model> { 1 }. Let's be accommodating.
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egg-object-type-model <Model> { 1 }
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egg-object-type-dcs <DCS> { 1 }
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# Define a "shadow" object type, so we can render all shadows in their
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# own bin and have them not fight with each other (or with other
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# transparent geometry).
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egg-object-type-shadow <Scalar> bin { shadow } <Scalar> alpha { blend-no-occlude }
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cull-bin shadow 15 unsorted
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# The ID of the server that we are compatible with
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server-version sv1.0.14
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