[INCLUDE: common/navigators.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE:pbr_int.ini]
[INCLUDE:pbr_ext.ini]

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;    MADE BY LIOUX   ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                                                                                             ;
;        All you get on this car is edit, converted by Lioux                                  ;
;        This RS3 SPORTBACK 2022 made A to Z by LIOUX.                                        ;
;        Exist another RS3 sportback from Lioux with insane kit, full option check discord.   ;
;        I guess you will get enjoy with it. No hesit to give me your feedback!               ;
;        Update will come on this model and others car, so stay connect                       ;
;        https://discord.gg/GgMGxnyTYN                                                        ;
;        https://www.youtube.com/channel/UCpMMb75xK4wqF2JKJKt8lpw                             ;
;        https://www.paypal.com/paypalme/LiouxModCars https://www.patreon.com/LiouxModCars    ;
;                                                                                             ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;    MADE BY LIOUX   ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Material_PhotoelasticGlass]
Meshes = glassClear_headLight, glassClear_headLight, glassBumpBLight_headLight, glassLens_headLight, glassLens_headLight, glassDark_windshield, glassDark_windows, glassDarkB_windows, glassDarkB_windowBack, glassClear_tailLight
FilmIOR = 3.92
PhotoelasticityMult = 0.3               ; doesn’t look good if too high
ThicknessMult = 1.5
BrightnessAdjustment = 0.31
ExtraLightsAdjustment = 0.065
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 0.0005       ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.0008      ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.0000325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.024      ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5       ; how many stripes are there
ProfileFix = 0.02


[Material_CarPaint]; regular
BrightnessAdjustment = 0.8
ClearCoatThickness = 0.06
ClearCoatTint = 20, 20, 20
FlakesK = 0.5
FresnelC = 0.07
FresnelMax = 0.50
SpecularColor = 1
SpecularMult = 0.05
SpecularSun = 30, 5000

[Material_PhotoelasticGlass]
Meshes = glassRed_tailLight
FilmIOR = 2.22
PhotoelasticityMult = 0.2               ; doesn’t look good if too high
ThicknessMult = 1.0
BrightnessAdjustment = 0.81
ExtraLightsAdjustment = 0.65
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 0.0005      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.0008     ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.000325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.024     ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5      ; how many stripes are there
ProfileFix = 0.02

;----------------------------------------------;
;------------- Diffusion Lumière --------------;
;----------------------------------------------;

[LIGHT_HEADLIGHT_...]                   ; Diffusion lumière AVT Gauche
AFFECTS_TRACK=1
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.70
DIRECTION=-0.2, 0, 1
EXTERIOR_ONLY=0
FADE_AT	=450
FADE_SMOOTH	=50
INTERIOR_ONLY=0
MIRROR=0.02
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POPUP_ENABLED=1
POPUP_END=0.7
POPUP_FILE=lights.ksanim
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_START=0.05
RANGE=270
LOWBEAM_RANGE_MAX= 150
SELF_LIGHTNING=exterioronly
SPECULAR_MULT=1
SPOT=52.2
SPOT_EDGE=0.1, 0.1, 0.1
SPOT_EDGE_SHARPNESS	=20
SPOT_SHARPNESS=0
SPOT_UP	=0.0, 0.5, 0
BOUND_EXP=0.2
COLOR=5, 5, 6, 1.5
OPUP_ENABLED=0
POSITION=-0.55, 0, 1.85
RELATIVE_TO=HEADLIGHT_L

[LIGHT_HEADLIGHT_...]                  ; Diffusion lumière AVT Droite
AFFECTS_TRACK=1
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.70
DIRECTION=-0.2, 0, 1
EXTERIOR_ONLY=0
FADE_AT	=450
FADE_SMOOTH	=50
INTERIOR_ONLY=0
MIRROR=0.02
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POPUP_ENABLED=1
POPUP_END=0.7
POPUP_FILE=lights.ksanim
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_START=0.05
RANGE=270
LOWBEAM_RANGE_MAX= 150
SELF_LIGHTNING=exterioronly
SPECULAR_MULT=1
SPOT=52.2
SPOT_EDGE=0.1, 0.1, 0.1
SPOT_EDGE_SHARPNESS	=20
SPOT_SHARPNESS=0
SPOT_UP	=0.0, 0.5, 0
BOUND_EXP=0.2
COLOR=5, 5, 6, 1.5
OPUP_ENABLED=0
POSITION=0.55, 0, 1.85
RELATIVE_TO=HEADLIGHT_R

;----------------------------------------------;
;------------- Lumières externes --------------;
;----------------------------------------------;

[EMISSIVE_HIGHTBEAM_...]               ; Feux de croisement
NAME= glassLens_headLight 
COLOR=15,15,15,50
LAG=0
LOCATION=FRONT
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_HIGHBEAM_...]                ; Feux de route
NAME= glassBumpB_headLight
COLOR=15,15,15,200
LAG=0
SIMULATE_HEATING=1
CAST_LIGHT=1

[EMISSIVE_HIGHBEAM_...]                ; Veilleuses AV/Drapeau
NAME= glassLightBumpB_headLight001,glassLightBumpB_headLight
OFF_COLOR=15,15,15,50
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_HIGHBEAM_...]                ; Veilleuses arrière
NAME=glassRedMatt_tailLight
COLOR=332,0.0,0.5
OFF_COLOR=332,0.0,0.5
LAG=0.0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]                   ; Feux arrière bas
NAME=reflect_bumper_r_noMS 
COLOR=1,0.0,0.0
LAG=0.0
SIMULATE_HEATING=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]                ; Feux de brouillard
NAME=plasticGlossy_bumper_f001 
COLOR=15,15,15,50
LAG=0.0
SIMULATE_HEATING=1
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_RIGHT_...]      ; WARNING AVT 
NAME=reflectMatt_headLight	
COLOR=100,20,-200,200
LAG=0.0
REPEAT_FREQENCY_HZ=2.3
LOCATION=FRONT
SIMULATE_HEATING=0
CAST_LIGHT=0
REPEAT_FREQENCY_HAZARDS_HZ=0

[EMISSIVE_TURNSIGNAL_RIGHT_...]      ; WARNING AVT 
NAME=reflectMatt_headLight	
COLOR=100,20,-200,200
LAG=0.0
REPEAT_FREQENCY_HZ=2.3
LOCATION=FRONT
SIMULATE_HEATING=0
CAST_LIGHT=0
REPEAT_FREQENCY_HAZARDS_HZ=0

[EMISSIVE_TURNSIGNAL_LEFT_...]      ; WARNING rétro
NAME=glassClear_rearMirror	
COLOR=25,20,-200,15
LAG=0.0
REPEAT_FREQENCY_HZ=2.3
LOCATION=FRONT
SIMULATE_HEATING=0
CAST_LIGHT=0
REPEAT_FREQENCY_HAZARDS_HZ=0

[EMISSIVE_TURNSIGNAL_LEFT_...]      ; WARNING AR
NAME=reflect_taillight_in
COLOR=100,20,-200,200
LAG=0.0
REPEAT_FREQENCY_HZ=2.3
LOCATION=FRONT
SIMULATE_HEATING=0
CAST_LIGHT=0
REPEAT_FREQENCY_HAZARDS_HZ=0

[SelfLight_Headlights]
MIRROR = 0.731
DIRECTION = 0, 0,1
POSITION = 0.0, 0.723, 1.579
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = glassLens_headLight
SPOT_SHARPNESS =0.0
SPOT = 90
COLOR =10,10,10,10
SPECULAR_MULT = 0
RANGE = 0.45

;---------------------------------------;
;------------- Echappement -------------;
;---------------------------------------;

[EXHAUST_FLAMES]
DISCHARGE=1                                   ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.2                     ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0,4                           ; delay after throttle lift
DISCHARGE_DURATION=0.7                        ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1                       ; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.001                      ; flame size
DISCHARGE_RPM_THRESHOLD_MAX=5500              ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2500              ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=60
LIMITER=1                                     ; on hitting the limiter
LIMITER_DELAY=.2                              ; delay, in seconds
LIMITER_INTENSITY=.1                          ; flame size
LIMITER_RPM_THRESHOLD=2500                    ; limiter flames will not shoot below this rpm


;----------------------------------------;
;---------------- AUDIO -----------------;
;----------------------------------------;

[AUDIO_VOLUME]
BACKFIRE_INT=1
BACKFIRE_EXT=1
BODYWORK=1
DIRT=0
DOWN_SHIFT=1
ENGINE_EXT=0.9
ENGINE_INT=0.8
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=0
WIND=1
SKID_EXT = 1
SKID_INT = 1

[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 0
DIRT = 0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1.0
TURBO = 0.0
HIT = 0.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0

[FAKE_SHADOWS_FX]
DISALLOW_REBAKING = 0                 ; set to 1 to prevent CSP from generating new fake shadows (not recommended)
CUSTOM_SKIN_SHADOWS = 0               ; change to 1 to make CSP cache shadows for different skins separately (could be
; used in single skin’s extension config), for skins with custom geometry
EXCLUDE_FROM_BAKING = material:win    ; list of nodes and meshes to exclude from baking
