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Customizing Smash Forge
The config file is saved in the Forge directory. You can edit the values in any text editor. You can also change the settings within the program itself and click file>save config. This will make your current settings the default settings every time Smash Forge is run. Not all settings can be saved to the config. The features below can be customized using the config file.
The config file for Smash Forge uses the XML format. Values are enclosed between between opening and closing braces in the form <param>value</param>
. Groups of parameters are organized in the same way. Some parameters are not added to the config file by default, but you can easily add them to the corresponding section. Any text editor will work, but a text editor with syntax highlighting such as Atom or Notepad++ is recommended.
<default_texture>(texture location)</default_texture>.
The default texture used for displaying TexID errors in forge can be edited by adding the necessary line and changing the texture file path. Replace (texture location) with the file path to a texture on your computer.
Rendering of the floor grid can be enabled/disabled with True
or False
. The floor style can be Normal, Textured, UserTexture, or Solid.
<floor>
<enabled>True</enabled>
<style>Normal</style>
<color>Gray</color>
<size>30</size>
</floor>
The zoom_speed
controls the global zoom speed of the camera. The zoom_speed
is multiplied by zoom_modifier_speed
when you hold down Shift.
<zoom_speed>1</zoom_speed>
<zoom_modifier_multiplier>2</zoom_modifier_multiplier>
<render_background>True</render_background>
<back_gradient_top>#1A1A1A</back_gradient_top>
<back_gradient_bottom>#4D4D4D</back_gradient_bottom>
The render types are Texture, Normals, NormalsBnW, NormalMap, VertColor, AmbientOcclusion, UVCoords, UVTestPattern, Tangents, and Bitangents.
<type>Texture</type>
Model rendering can be enabled/disabled using the config. The rendering of a wireframe overlay, bones, and selection highlighting can also be enabled/disabled.
<render_model>
<enabled>True</enabled>
<render_selection>True</render_selection>
<render_wireframe>False</render_wireframe>
<render_bones>True</render_bones>
<render_bounding_boxes>False</render_bounding_boxes>
</render_model>
This section enables or disables the different components of Material Lighting. It is recommended to set this to True
by default to more accurately preview models.
<lighting>
<enabled>False</enabled>
<render_diffuse>True</render_diffuse>
<render_specular>True</render_specular>
<render_fresnel>True</render_fresnel>
<render_reflection>True</render_reflection>
</lighting>
The rendering of various LVD components can be enabled or disabled with True
and False
, respectively.
<render_LVD>
<enabled>True</enabled>
<render_collisions>True</render_collisions>
<render_collision_normals>False</render_collision_normals>
<render_respawns>True</render_respawns>
<render_spawns>True</render_spawns>
<render_item_spawners>True</render_item_spawners>
<render_general_points>True</render_general_points>
<render_otherLVDEntries>True</render_otherLVDEntries>
<render_swag>False</render_swag>
</render_LVD>