[INCLUDE: materials_base.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
DisableDev = 1
DISABLE_LIGHTSINI = 1

[BASIC]
IS_LOW_BEAM_AVAILABLE = 1

[AUDIO_VOLUME]
ENGINE_EXT = 1
ENGINE_INT = 1
GEAR_EXT = 1
GEAR_INT = 1
BODYWORK = 0.5
WIND = 1.0
DIRT = 0.5
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 0.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 0.0
TRACTION_CONTROL_INT = 0.0
TRANSMISSION = 0.0
LIMITER = 0.0
TURBO = 1.0


-----Android Auto-----
[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = Navi  ; display mesh
Resolution = 2048,2048   ; texture resolution
Size = 1065,727        ; size of the screen area
Offset = 440, 530              ; left top corner of screen area
Scale = 0.7                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera


-----Animations-----

[ANIMATION_0]
FILE=hood.ksanim
TIME= 2
BIND_TO_EXTRA_A=1

[ANIMATION_1]
FILE=wing.ksanim
TIME= 2
BIND_TO_EXTRA_B=1

[ANIMATION_2]
FILE=roof.ksanim
TIME= 0
BIND_TO_EXTRA_C=1


-----WIPER SETUP-----

[WIPERS_TRACE_...]
SURFACE = glass_wind, glass_windin
WIPERS = wiper_L2, wiper_R2

-----KS SHADER-----

[SHADER_REPLACEMENT_...]
@MIXIN = _MaterialsFilter
@OUTPUT = SHADER_REPLACEMENT_0_...
ACTIVE = 1
MATERIALS = 
MESHES =
SKINS = 
FILL_MISSING_TEXTURES = 1
IS_TRANSPARENT = 0
CAST_SHADOWS = 1
INSIDEINTERIOR= no
BLEND_MODE =              ; OPAQUE, ALPHA_TEST, ALPHA_BLEND
CULL_MODE =               ; FRONT, BACK, DOUBLESIDED
DEPTH_MODE =              ; NORMAL, OFF, NOWRITE, LESSEQUAL
DOUBLE_FACE_SHADOW = 0         ; this one might — and, most likely, will — cause a lot of self-shadowing
DOUBLE_FACE_SHADOW_BIASED = 1  ; but this one is biased, so it would work nicely
PROP_... = extExtraSharpLocalReflections, 0
PROP_... = extBounceBack, 0
PROP_... = extColoredReflection, 0
PROP_... = ksAmbient, 
PROP_... = ksDiffuse, 
PROP_... = fresnelC, 
PROP_... = fresnelEXP, 
PROP_... = fresnelMaxLevel, 
PROP_... = isAdditive, 
PROP_... = useDetail, 
PROP_... = detailUVMultiplier, 

[SHADER_REPLACEMENT_...]
MESHES =light_reflect
PROP_... = extBounceBack, 1
PROP_... = extColoredReflection, 1



-----EXT-----

[Material_CarPaint_Metallic]
CarPaintMaterial = paint
SKINS = Cardinal Red, Diamond White, Dolomite Brown, Iridium Silver, Magnetite Black, Selenite Gray
UseMetallicReflections = 0.3
FlakesK = 1
FresnelMax = 1
FresnelC = 0.07
BrightnessAdjustment = 0.65 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.05





[Material_PhotoelasticGlass]
Materials = glass
SHADER = smGlass_phel
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 2.5              ; looks better like this
PhotoelasticityMult = 0.03  ; doesn’t look good if too high
ProfileFix = 0.05          ; a bit thicker edge

[Material_PhotoelasticGlass]
Meshes = glass_headlights
SHADER = smGlass_phel
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 2.8              ; looks better like this
PhotoelasticityMult = 0.1  ; doesn’t look good if too high
ProfileFix = 0.05          ; a bit thicker edge

[Material_PhotoelasticGlass]
Meshes = glass_headlight2, Object011
SHADER = smGlass_phel
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 1.5             ; looks better like this
PhotoelasticityMult = 0.03  ; doesn’t look good if too high
ProfileFix = 0.05          ; a bit thicker edge

[Material_PhotoelasticGlass]
Meshes = glass_taillights2
SHADER = smGlass_phel
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 1              ; looks better like this
PhotoelasticityMult = 0  ; doesn’t look good if too high
ProfileFix = 0.05          ; a bit thicker edge

[Material_Glass]
Meshes = glass_taillights
BrightnessAdjustment = 0.15
ExtraLightsAdjustment = 0.0
ProfileFix = 0.03
IOR = 1.5
UseNormalMap = 1           ; use it to apply regular txNormal map
UseNormalMapWithAlpha = 1
MaskPass = 0
ThicknessMult = 3.5

[Material_Glass]
Materials = glass_bump
BrightnessAdjustment = 0.5
ExtraLightsAdjustment = 0.03
ProfileFix = 0.03
IOR = 1.5
UseNormalMap = 1           ; use it to apply regular txNormal map
UseNormalMapWithAlpha = 1
MaskPass = 0
ThicknessMult = 0.1

[Material_Glass]
Meshes = glass_reverse
IOR = 2.5            ; index of refraction for glass, usualy, 1.5
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1  ; thicker glass passes less light through
ProfileFix = 0.04    ; adds thickness to glass for glazing angles
BrightnessAdjustment = 0.1       ; set to alter brightness
ExtraLightsAdjustment = 0  ; intensity of extra lights
MaskPass = 0




[Material_Aluminium_v2]
Materials = chrome
Metalness = 0.7
Reflectance = 1
BrightnessAdjustment = 0.25
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 1
DetailNormalBlend = 0.1
DetailNormalPBRSmoothnessGamma = 2

[Material_Aluminium_v2]
Meshes = chrome_headlights, chrome_taillights
Metalness = 1
Smoothness = 1
Reflectance = 0.3
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 0.1
DetailNormalPBRSmoothnessGamma = 2

[Material_Aluminium_v2]
Meshes = chrome_headlightglass, chrome_headlight3
Metalness = 0.2
Smoothness = 1
Reflectance = 1
BrightnessAdjustment = 0.4
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 0
DetailNormalBlend = 0
DetailNormalPBRSmoothnessGamma = 2

[Material_Aluminium_v2]
Meshes = Object010
Metalness = 1
Smoothness = 1
Reflectance = 0.3
BrightnessAdjustment = 0.075
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 0.1
DetailNormalPBRSmoothnessGamma = 2

[Material_Aluminium_v2]
Meshes = chrome_exhaust
Metalness = 0.7
Reflectance = 0.3
BrightnessAdjustment = 0
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 40
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

[Material_Plastic_v2]
Materials = blackplastic
Brightness = 0.2
Smoothness = 0.7
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[Material_Plastic_v2]
Meshes = blackplastic_headlights
Brightness = 0.05
Smoothness = 0.7
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[Material_Plastic_v2]
Materials = shinyblack
Brightness = 0.12
Smoothness = 1
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailScale = 0
DetailNormalBlend = 0
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 2
DetailTextureBlur = 1


[Material_Plastic_v2]
Materials = cal
OcclusionMap = -0.5, 1.5
Brightness = 0.8
Smoothness = 0.7
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[Material_Plastic_v2]
Materials = speakerbigmiddle, speakersmalldoorleft, speakersmalldoorright, SpeakersDoorRightBig, SpeakersDoorLeftBig
OcclusionMap = 0, 0.25
Brightness = 1
Smoothness = 1
Reflectance = 0.3
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 1
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 0
DetailTextureBlur = 1

[Material_Plastic_v2]
Materials = speakersnew
OcclusionMap = 0, 0.25
Brightness = 0
Smoothness = 0.3
Reflectance = 0.3
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 1
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 0
DetailTextureBlur = 1

[Material_InteriorPBR]
Meshes = ChromeSeatsPart, ChromeDoorRight, ChromeDoorLeft, Chromeintdashpart2, ChromeRearParts, Airventsdash
Brightness = 0.2
Metalness = 0.1 

[Material_InteriorPBR]
Meshes = ChromeSteerLogo
Brightness = 0.8
Metalness = 0.3


[Material_Velvet_v2]
Meshes = rearcovercabrio
Brightness = 0.2
OcclusionMap = 0, 0.25
ApplyTilingFix = 1
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Smoothness = 0
Reflectance = 0.5
DetailScale = 7
ClothSheenColor = 1, 1, 1

[Material_InteriorPBR]
Materials = rim
OcclusionMap = -0.3, 1
Smoothness = 0.98
Metalness = 0.3
Reflectance = 0.01
Brightness = 0.3

[Material_InteriorPBR]
Materials = light
Brightness = 0.8
Smoothness = 0.7
Reflectance = 0.04

[Material_InteriorPBR]
Meshes = light_headlight1, light_headlight2
DetailNormalTexture = metalpattNM.dds
Brightness = 0.2
Smoothness = 1
Metalness = 0.8
Reflectance = 1
DetailNormalBlend = 1.8
DetailScale = 2.5

[Material_InteriorPBR]
Meshes = light_TSL, light_TSR
DetailNormalTexture = linesNM.dds
Brightness = 0.2
Smoothness = 1
Metalness = 0
Reflectance = 0.03
DetailNormalBlend = 1
DetailScale = 10

[Material_InteriorPBR]
Meshes = light_RR, light_LR
DetailNormalTexture = linesNM.dds
Brightness = 0.4
Smoothness = 1
Metalness = 0
Reflectance = 0.03
DetailNormalBlend = 1
DetailScale = 10

[Material_InteriorPBR]
Meshes = light_braketop
DetailNormalTexture = patterned_metal_26_56_normal.jpg
Brightness = 0.4
Smoothness = 1
Metalness = 0
Reflectance = 0.03
DetailNormalBlend = 2
DetailScale = 2

[Material_InteriorPBR]
Meshes = light_reflect
DetailNormalTexture = patterned_metal_26_56_normal.jpg
Brightness = 0.4
Smoothness = 1
Metalness = 0
Reflectance = 0.03
DetailNormalBlend = 2
DetailScale = 2

[Material_Fabric_v2]
Meshes = shinyblack_roof
Smoothness = 0
Reflectance = 0.02
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.3
UseClothShading = 1
Reflectance = 0.4
ClothSheenColor = 1, 1, 1

[Material_Carbon]
Materials = carbonpack
Brightness = 0.1
HasDetailNormals = 1
Smoothness = 0.95
Reflectance = 0.2
CubemapReflectionBlur = 0.3
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 0.3
DetailScale = 420



-----CLUSTER-----

[INCLUDE: common/custom_emissive.ini]

[CustomEmissiveMulti]
Meshes = emissive_0
Resolution = 512, 512
UseEmissive0AsFallback = 2
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = GEAR_R , Start = "16, 301", Size = "24, 25" ,Color = "80, -10,-10 ",
@ = MultiItem, Role = GEAR_N , Start = "10, 361", Size = "37, 36" , Color = "80, -10, -10", 
@ = MultiItem, Role = GEAR_D , Start = "11, 433", Size = "34, 36" ,Color = "80, -10, -10", 
@ = MultiItem, Role = EXTRA_B , Start = "331, 338", Size = "14, 23" ,Color = "80, -10, -10",
@ = MultiItem, Role = DashWarningTC, Start = "439, 347", Size = "73, 68", Color = "60, 0, -5",

[CustomEmissiveMulti]
Meshes = emissive_cluster
Resolution = 812, 812
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = TURNSIGNAL_LEFT, Start = "62, 434", Size = "84, 104" , Color = "0, 10,0 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "0, 10,0 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "675, 268", Size = "73, 58", Color = "60,30,0",
@ = MultiItem, Role = DashWarningABS, Start = "326, 355", Size = "79, 60", Color = "60,30,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "60,30,0",
@ = MultiItem, Role = HANDBRAKE, Start = "501, 349", Size = "82, 71", Color = "80, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "0, 0, 80",
@ = MultiItem, Role = OIL_TEMP, Start = "677, 360", Size = "85, 45", Color = "0, 80, 0", InputThreshold=5,
@ = MultiItem, Role = LIGHT, Start = "677, 360", Size = "85, 45", Color = "0, 80, 0",
@ = MultiItem, Role = EXTRA_B , Start = "48, 192", Size = "120, 51" ,Color = "60,30,0" , 
@ = MultiItem, Role = DashWarningSuspDamage, Start = "591, 425", Size = "77, 73" , Color = "60,0,0",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "60, 30, 0",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "60, 30, 0",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "680, 438", Size = "66, 63", Color = "60, 30, 0", InputThreshold = 39, InputSelector = MAX , InputSelectorPivot=5 , Lag=0.2 
@ = MultiItem, Role = DashWarningSeatbelt, Start = "161, 346", Size = "65, 76" , Color = "80, 0, 0",
@ = MultiItem, Role = DashWarningAirbag, Start = "240, 346", Size = "81, 80" , Color = "80, 0, 0",
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=13 ,InputInverse=1 , Lag=0.2, Color = "70,5,0", 
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=65 ,InputInverse



-----HEADLIGHTS-----

[EMISSIVE_LIGHT_...]
NAME = light_headlight1  ; name (one or more) of a mesh to glow
COLOR = 1, 1.4, 3, 300         ; glowing color if condition is met
CAST_LIGHT = 1
FALLBACK_HEADLIGHTS_COLOR = 5, 5, 5         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0        ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
USE_SMOOTH_TRANSITION = 1


[EMISSIVE_LIGHT_...]
NAME = light_headlight3  ; name (one or more) of a mesh to glow
COLOR = 1, 1.4, 3, 50         ; glowing color if condition is met
CAST_LIGHT = 1
FALLBACK_HEADLIGHTS_COLOR = 5, 5, 5         ; glowing color otherwise, default value is 0
LAG = 0.9                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0        ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
USE_SMOOTH_TRANSITION = 1

[EMISSIVE_HIGHBEAM_...]
NAME = light_headlight2
CAST_LIGHT = 1
COLOR = 1, 1.4, 3, 300 
FALLBACK_HEADLIGHTS_COLOR = 2.9, 2.9, 1.5, 0
LAG = 0.75
SIMULATE_HEATING = 0
LOCATION = FRONT

/////right
[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION=-0.785, 0.646, 1.95
SPOT =240
SPOT_SHARPNESS = 0
SPOT_EDGE = 10, 10, 10
SPOT_EDGE_SHARPNESS = 0
RANGE = 0.27
RANGE_GRADIENT_OFFSET = -3
COLOR = 1.3, 1.6, 3, 500
BOUND_TO = Lowbeams
DIRECTION=0, -0.5, 1
MIRROR = 0
FADE_AT = 20
FADE_SMOOTH = 20
AMBIENT_INFLUENCE = 0

/////left
[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION=0.785, 0.646, 1.95
SPOT =240
SPOT_SHARPNESS = 0
SPOT_EDGE = 10, 10, 10
SPOT_EDGE_SHARPNESS = 0
RANGE = 0.27
RANGE_GRADIENT_OFFSET = -2
COLOR = 1.3, 1.6, 3, 500
BOUND_TO = Lowbeams
DIRECTION=0, -0.5, 1
MIRROR = 0
FADE_AT = 20
FADE_SMOOTH = 20
AMBIENT_INFLUENCE = 0

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME= light_tsrm
COLOR=10,1,0.3,100
LAG=0.1
SIMULATE_HEATING=0.5
LOCATION=REAR
FADE_AT=550
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME= light_tslm
COLOR=10,1,0.3,100
LAG=0.1
SIMULATE_HEATING=0.5
LOCATION=REAR
FADE_AT=550
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=light_TSR
COLOR=25, 12, 0,5
OFF_COLOR=20,20,20,5
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=light_TSL
COLOR=25, 12, 0,5
OFF_COLOR=20,20,20,5
LAG=0.1
SIMULATE_HEATING=0.0
LOCATION=REAR

-----TAILLIGHTS-----

[EMISSIVE_BRAKE_...]
NAME = light_brake2  ; name (one or more) of a mesh to glow
CAST_LIGHT = 1
COLOR = 85,2,0, 40
FALLBACK_HEADLIGHTS_COLOR = 150,20,10, 0
LAG = 0.55
SIMULATE_HEATING = 0.5
LOCATION = REAR

[EMISSIVE_BRAKE_...]
NAME = light_braketop  ; name (one or more) of a mesh to glow
CAST_LIGHT = 1
COLOR = 100,20,0, 0.5
FALLBACK_HEADLIGHTS_COLOR = 150,20,10, 0
LAG = 0.3
SIMULATE_HEATING = 0.5
LOCATION = REAR

[EMISSIVE_BRAKE_...]
NAME = light_brake_SUB0  ; name (one or more) of a mesh to glow
CAST_LIGHT = 1
COLOR = 85,2,0, 40
FALLBACK_HEADLIGHTS_COLOR = 150,5,5, 8
LAG = 0.55
SIMULATE_HEATING = 0.5
LOCATION = REAR

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME= light_RR
COLOR=100,15,1, 50
LAG=0.1
SIMULATE_HEATING=0.5
LOCATION=REAR
FADE_AT=550
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME= light_LR
COLOR=100,15,1, 50
LAG=0.1
SIMULATE_HEATING=0.5
LOCATION=REAR
FADE_AT=550
CAST_LIGHT=1

[EMISSIVE_REVERSE_...]
NAME = light_reverse  ; name (one or more) of a mesh to glow
COLOR = 30, 30, 30, 300         ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0        ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 



-----INTERIOR-----

[EMISSIVE_LIGHT_...]
NAME=SteerButtons, ButtonsDoorLeft, ButtonsRightDoor
COLOR=2,2,2
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=ClusterAMG, SteerDisplayDials, Navi, DisplaySMallNavi
COLOR=1.2,1.2,1.2
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=Ambientlightvent1, Ambientlightdash, AmbientLightVent2, AmbientLightVent3, AmbientLightVent4, Ambientlightbigdoorright,Ambientlightbigdoorleft,  AmbientLightCenterConsole, Ambientlightsmalldoorright, Ambientlightsmalldoorleft
COLOR=40,0,0
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT


[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.1,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=0.338, 0.95, 0.557
DIRECTION=-1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=0
AFFECTS_TRACK=0

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.1,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=0.693, 0.792, -0.0522
DIRECTION=-1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=0
AFFECTS_TRACK=0

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.1,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=-0.693, 0.792, -0.0522
DIRECTION=-1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=0
AFFECTS_TRACK=0

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.1,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=0.577, 0.932, 0.356
DIRECTION=-1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=1
AFFECTS_TRACK=0

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.1,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=0.158, 0.894, 0.356
DIRECTION=-1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=1
AFFECTS_TRACK=0

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.1,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=-0.169, 0.882, 0.356
DIRECTION=-1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=1
AFFECTS_TRACK=0

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.1,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=-0.586, 0.903,  0.376
DIRECTION=-1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=1
AFFECTS_TRACK=0

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.1,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=-0.0041, 0.628, -0.0157
DIRECTION=-1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=1
AFFECTS_TRACK=0


-----PLATE-----

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=numplate.001
OFFSET=-0.01, 0.01, -0.05
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.4
SPOT=299
SPOT_SHARPNESS=0.4
COLOR=1,1,1.3,2.5
FALLBACK_EMISSIVE=5,5,5,6

; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP

-----EXTRAFX-----

[EXTRA_FX]
AUTOFIX = 1   ; 1 is a default value

[BASIC]
DIESEL_ENGINE = 0 		; or 1

[PARTICLES_FX_EXHAUST_...]
POSITION = -0.668, 0.308, -2.07		; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.3, 0.5			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION = -0.537, 0.32, -2.14		; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.3, 0.5			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION = 0.52, 0.309, -2.13 		; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.3, 0.5			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION = 0.646, 0.316, -2.08 		; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.3, 0.5			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears




[BRAKEDISC_FX]
DEBUG=0
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 1           ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10 ; increase to make more lines
DISC_RADIUS = 0.178
DISC_INTERNAL_RADIUS = 0.128
GLOW_OFFSET = 0.75

[PARTICLES_FX]
SPARKS_AS = STEEL ; base material tags for all the colliders including collider.kn5
BODY_SPARKS_AS = CARBON ; material tags for collider.kn5
COLLIDER_0_SPARKS_AS = TITANIUM, SKIDPAD ; material tags for COLLIDER_0 in colliders.ini
COLLIDER_1_SPARKS_AS = IRON ; material tags for COLLIDER_0 in colliders.ini

