1 # Convexer default configuration .py
4 # ------------------------------------------------------------------------------
5 # cxr_shaders Defines shader names
6 # cxr_graph_mapping Contains a graph to traverse Blender shader nodes
7 # cxr_shader_params Material shader properties and groups
8 # cxr_entities Entity info
14 "LightMappedGeneric": { "name": "Light Mapped" },
15 "VertexLitGeneric": { "name": "Vertex Lit" },
16 "UnlitGeneric": { "name": "Unlit" },
17 "Builtin": { "name": "Builtin" }
20 # Shader graph mapping
21 # ------------------------------------------------------------------------------
23 def material_tex_image(v
):
33 "ShaderNodeBsdfPrincipled":
39 "Color1": material_tex_image("basetexture"),
40 "Color2": material_tex_image("decaltexture")
44 "image":"$basetexture"
47 [("VertexLitGeneric","$color2"),\
48 ("UnlitGeneric","$color2"),\
49 ("LightMappedGeneric","$color")]
53 "ShaderNodeNormalMap":
55 "Color": material_tex_image("bumpmap")
61 # Shader keyvalues / material properties
62 # ------------------------------------------------------------------------------
69 "shaders": ("UnlitGeneric","VertexLitGeneric","LightMappedGeneric"),
73 "name": "Base Texture",
79 "name": "Decal Texture",
88 ('0',"AlphaOver","Default",'',0),
89 ('1',"Multiply","",'',1),
90 ('2',"Modulate","",'',2),
91 ('3',"Additive","",'',3)
101 "flags": NBVTF_TEXTUREFLAGS_NORMAL
, # OpenGL (correct) normal maps.
122 "shaders": ("VertexLitGeneric", "LightMappedGeneric"),
142 "$phongfresnelranges":
144 "name": "Fresnel Ranges",
146 "default":(1.0,1.0,1.0)
148 "$basemapalphaphongmask":
150 "name": "Base alpha mask",
166 "default": (1.0,1.0,1.0)
170 "name": "Light Scale",
174 "$envmaplightscaleminmax":
180 "$normalmapalphaenvmapmask":
182 "name": "Normal map mask",
186 "$basealphaenvmapmask":
188 "name": "Base map mask",
203 "shaders": ("UnlitGeneric","VertexLitGeneric","LightMappedGeneric"),
207 "name": "Translucent",
220 "name": "Alpha Test",
224 "$alphatestreference":
240 # Entity KV definitions
241 # Note: currently blender doesnt support enum or bool types for IDProperties,
242 # so unfortunately the panel UI is a little bit bad to work with.
243 # ------------------------------------------------------------------------------
247 # Builtin/intrinsic entities, you probably dont want to modify these
248 "light": { "keyvalues": ent_lights
},
249 "light_spot": { "keyvalues": ent_lights
},
250 "light_environment": { "keyvalues": ent_lights
},
251 "env_cubemap": { "keyvalues": ent_cubemap
},
252 "prop_static": { "keyvalues": ent_prop
},
253 "sky_camera": { "keyvalues": ent_sky_camera
},
257 "info_player_counterterrorist":
261 "keyvalues": cxr_baseclass([ent_transform
],\
263 "priority": {"type": "int", "default": 0 },
264 "enabled": {"type": "int", "default": 1 },
267 "info_player_terrorist":
271 "keyvalues": cxr_baseclass([ent_transform
],\
273 "priority": {"type": "int", "default": 0 },
274 "enabled": {"type": "int", "default": 1 },
285 "TeamNum": {"type": "int", "default": 0 }
303 "damage": { "type":"int", "default": 10},
304 "damagecap": { "type":"int", "default": 20},
305 "damagetype": { "type":"int", "default": 0},
306 "damagemodel": { "type":"int", "default": 0}