#settings[

	< Default inputs. Press return with the value blank to use these. >
	default_width: 512;
	default_height: 512;
	default_margin: 12;
	default_scheme: "Classic DOOM";
	default_input_path: "DOOM2.WAD";
	
	< Any instance of * in this string will be replaced with the system date and time. >
	< Any instance of % in this string will be replaced with the name of the map. >
	default_output_path: "automapper_%_*.png";
	
	< Map format. Determines how linedefs are parsed. (14 bytes or 16?) Options are: "Doom", Hexen", "ZDoom". >
	default_map_format: Doom;
	
	< Multiple color schemes may be defined here, and the one to be used can be specified in the console. >
	
	< This scheme should output maps identical in color to Vanilla DOOM. >
	#color_scheme[
		< The name of this scheme. >
		scheme_name: "Classic DOOM";
		< Treat lines with special values greater than 0 (doors, switches, etc.) as a unique sort of line with its own coloring? >
		action_is_special: 0;
		< Colors to be used for different sorts of lines. Hexadecimal ARGB format. >
		background_color: 				$ff000000;
		passable_color: 				$ff000000;
		passable_floor_change_color:	$ffbc7c4c;
		passable_ceil_change_color:		$fffcfc00;
		passable_both_change_color:		$ffbc7c4c;
		impassable_color: 				$fffc0000;
		impassable_floor_change_color:	$fffc0000;
		impassable_ceil_change_color:	$fffc0000;	
		impassable_both_change_color:	$fffc0000;
		< Render order. Colors with higher values are drawn on top of colors with lower values.
		Colors with a "0" value are not drawn at all. (Ordering can make the end result look a little cleaner.) >
		passable_order: 				0;
		passable_floor_change_order:	1;
		passable_ceil_change_order:		2;
		passable_both_change_order:		1;
		impassable_order: 				3;
		impassable_floor_change_order:	3;
		impassable_ceil_change_order:	3;	
		impassable_both_change_order:	3;
	];
	
	< This scheme specially colors action linedefs and colors linedefs between floor and ceiling changes slightly differently. >
	#color_scheme[
		< The name of this scheme. >
		scheme_name: "Enhanced DOOM";
		< Treat lines with special values greater than 0 (doors, switches, etc.) as a unique sort of line with its own coloring? >
		action_is_special: 1;
		< Colors to be used for different sorts of lines. Hexadecimal ARGB format. >
		background_color: 				$ff000000;
		passable_color: 				$ff000000;
		passable_floor_change_color:	$ffbc7c4c;
		passable_ceil_change_color:		$fffcfc00;
		passable_both_change_color:		$ffbcbc8c;
		passable_action_color:			$ff4cfc4c;
		impassable_color: 				$fffc0000;
		impassable_floor_change_color:	$fffc0000;
		impassable_ceil_change_color:	$fffc0000;	
		impassable_both_change_color:	$fffc0000;
		impassable_action_color:		$ff4cfc4c;
		< Render order. Colors with higher values are drawn on top of colors with lower values.
		Colors with a "0" value are not drawn at all. (Ordering can make the end result look a little cleaner.) >
		passable_order: 				0;
		passable_floor_change_order:	1;
		passable_ceil_change_order:		2;
		passable_both_change_order:		3;
		passable_action_order:			4;
		impassable_order: 				3;
		impassable_floor_change_order:	5;
		impassable_ceil_change_order:	5;	
		impassable_both_change_order:	5;
		impassable_action_order:		4;
	];
	
];