[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: navigators_maps.ini]

────────────────────── WIPERS ────────────────────────
[WIPERS_TRACE_...]
SURFACE = windscreen_r
WIPERS= WIPER_L_mesh,WIPER_R_mesh,polymsh_detached2,polymsh_detached3

──────────────────────────────────────────────
[DATA] 
DISABLE_LIGHTSINI = 1
──────────────────────────────────────────────
[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1

[PARTICLES_FX]
BODYSPARKS_AMOUNT=0.25
BODYSPARKS_INTENSITY=0.2
BODYSPARKS_LIFETIME=0.4
BODY_SPARKS_COLOR=1, 0.5, 0, 10
COLLIDER_0SPARKS_AMOUNT=0.25
COLLIDER_0SPARKS_INTENSITY=0.2
COLLIDER_0SPARKS_LIFETIME=0.4
COLLIDER_0_SPARKS_COLOR=1, 0.5, 0, 10
DRAG_MULT=2
INTERIOR_BOUNDS_CHECK=1
INTERIOR_BOUNDS_HEIGHT=0.644874
LIFT_MULT=0.1
SPARKS_AMOUNT_MULT=2
SPARKS_COOLDOWN_LAG=0.96
SPARKS_DEPTH_EXP=4
SPARKS_MAX_DEPTH=0.0025
SPARKS_OVERLOAD_LAG=0.7
TRACES_LIGHTS_POS=0.655593, 0.825127, -2.15187

────────────────────── ANALOG ARROWS ────────────────────────

[ANALOG_INDICATOR_...]
INPUT=WATER_TEMPERATURE
NAME=
ZERO=-0.0
STEP=-1.195

[ANALOG_INDICATOR_...]
INPUT=FUEL
NAME=ARROW_FUEL
ZERO=0
STEP=-1.55

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = ARROW_RPM
ZERO=0.000
SPEED_LAG = 0.66
INPUT_LAG_UP = 0.75
INPUT_LAG_DOWN = 0.75
LUT = (| 0 = 0  | 5000=144| 9000=260|)

[ANALOG_INDICATOR_...]
INPUT = SPEED
NAME = ARROW_SPEED
SPEED_LAG = 0.66
LUT = (| 0 = 0 | 40=41| 120=120 |210=180 | 330=258|)


[ANALOG_INDICATOR_...]
INPUT = WATER_TEMPERATURE
NAME = ARROW_TEMP
ZERO=0.000
SPEED_LAG = 0.66
LUT = (| 50 = 0 |  150=-100 |)
INPUT_DEBUG=100

[INSTRUMENTS]
RPM_VINTAGE =0 ; set to 1 to enable the whole thing
RPM_VINTAGE_ROUND_TO = 0 ; to what RPMs needle should snap
RPM_VINTAGE_DELAY = 0.11 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.80 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 0 ; set to some

────────────────────── Exterior PBR Shaders────────────────────────
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.01
WIDTH=0.2

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.01
WIDTH=0.2

[REFLECTIONS_FX]
ALLOW_INTERIOR_SSAO=0
ALLOW_INTERIOR_SSGI=0
AUTOFIX=1
MASK_CUBEMAP_ENABLED=1
MASK_CUBEMAP_OFFSET=0, -0.1, 0.2
MASK_CUBEMAP_TWEAK=0.5

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=0
SHAKING=0

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[STATUS_EXHAUST]
TEMPERATURE_BOOST=400
TEMPERATURE_IDLE=400
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_RPM=100

[STATUS_OIL]
PRESSURE_BASE=1
PRESSURE_LAG_DOWN=0.9985
PRESSURE_LAG_UP=0.998
PRESSURE_STEP=0.7
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_MULT=1
TEMPERATURE_OFFSET=0
TEMPERATURE_RPM_FACTOR=0.03

[BRAKEDISC_FX]
ACTIVE = 1   


────────────────────── DOUBLE SIDED MESH ────────────────────────
[SHADER_REPLACEMENT_...]
MESHES = bodyshell_SUB0,chassis_SUB12,81
CULL_MODE = DOUBLESIDED
────────────────────── TRANSPARENT ────────────────────────
[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend,
MATERIALS = m3e90_buttons2_alpha,headlight_glass_internal
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MATERIALS = m3e90_buttons2_alpha,SteerStitch,m3e90_buttons2
IS_TRANSPARENT = 1
CAST_SHADOWS = 0 
BLEND_MODE = ALPHA_TEST
──────────────────────────────────────────────
[REFLECTIONS_FX]
;Light Glass
MASK_GBUFFER =material:ExtGlass,material:m3e90_lights2,material:m3e90_lights2_alpha
;Interior Glass
SKIP_GBUFFER = 
────────────────────── EXHAUST ────────────────────────
[LIGHT_FLAME_0] ; Flame Brightness
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=1
COLOR=5,1,1,1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=7
RANGE_GRADIENT_OFFSET=0.2
SPOT=238.322
SPOT_SHARPNESS=0.0

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.00 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY= 0.075 ; flame size
ANTILAG_INTERVAL_MAX=0.5
ANTILAG_INTERVAL_MIN=0.5
ANTILAG_TURBO_THRESHOLD=0.3
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.05
DAMAGE_INTENSITY=1
DAMAGE_PROBABILITY=1
DISCHARGE=1.0 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.3 ; delay after throttle lift
DISCHARGE_DURATION=0.7 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.9; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.4; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=5500 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=0 ; on upshift
FLAT_SHIFT_COOLDOWN=0.03 ; after upshift
FLAT_SHIFT_DURATION=0.002 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=40 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=1.0 ; flame size
FLAT_SHIFT_PROBABILITY=1.0 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=4000
LIMITER=1.0 ; on hitting the limiter
LIMITER_DELAY=0.0 ; delay, in seconds
LIMITER_INTENSITY=0.1 ; flame size
LIMITER_RPM_THRESHOLD=6500 ; limiter flames will not shoot below this rpm

[INCLUDE: common/gt3_exhaust_glow.ini]

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = 
COLOR = 25, 3, 0, 0.35
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 82
INPUT_MAX = 92
INPUT_LUT = (| 82 = 0 | 92 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[SHAKING_EXHAUST_0]
MESHES = Remus Exhaust_SUB0,Remus Exhaust_SUB1
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 2
POINT_0_SCALE = 0.175, 0.15, 0.1

[PARTICLES_FX_EXHAUST_...]
POSITION = 
DIRECTION = 
COLOR = 0.75,0.8,1
LIFE = 1, 0.03 				    ; how long particles last in the air before disappearing
SPEED = 0.5, 8 				    ; how fast smoke particles fly from the exhaust
SPREAD = 0.1				    ; initial spread of particles
STARTING_SIZE = 0.035			; initial size of particles
SPAWN_OFFSET = 0.01			    ; initial spawn point offset (length-wise)
INTENSITY = 0.1, 0.5			; smoke intensity
TEMPERATURE_LAG = 1			    ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

────────────────────── LICENSE PLATE LIGHTS ────────────────────────

[LIGHT_LICENSEPLATE] 
MESHES=EXT_LP
OFFSET = 0.02, 0.0, -0.03
SPOT = 170
RANGE=0.3
LAYOUT = TWO_ON_TOP
COLOR=9,9,9,1
RANGE_GRADIENT_OFFSET = 0.1
SPOT_SHARPNESS = 0.3
────────────────────── LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; Lowbeam 
NAME=headlight_low
COLOR=120,100,90     
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=headlight_high
COLOR=120,100,90
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL 
NAME=
COLOR=0,10,1
OFF_COLOR=,10,
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL 
NAME=bmw_m3e92_08_lod0_headlightL_textured_reflector_,bmw_m3e92_08_lod0_headlightR_textured_reflector_
COLOR=120,100,100,1
OFF_COLOR=120,100,100,1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── TAIL LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; DRL 
NAME=taillight_l_SUB0,taillight_r_SUB0,Object027,Object028
COLOR=50, 15, 0, 1
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Brakelights 
NAME=brakelight_r,brakelight_l,
COLOR=50, 5, 0,2
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ;DRL + BRAKE 
NAME=
COLOR=50, 5, -10,5
FALLBACK_HEADLIGHTS_COLOR = 50, 5, -10
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] EMERGENCY BRAKE
NAME=brakelight_m
COLOR=50,5, 0, 2
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 50, 5, 0, 2
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

────────────────────── REVERSE LIGHT ────────────────────────

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME =reversinglight_r_SUB0,reversinglight_l_SUB0 ; name (one or more) of a mesh to glow
COLOR = 10,10,10     ; glowing color if condition is met
LAG = 0.0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1        ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

────────────────────── INDICATORS ────────────────────────+å

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=bmw_m3e92_08_lod0_headlightL_reflector_
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=bodyshell_SUB12
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=indicator_lr
COLOR=100,20,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Left Turnsignal 
NAME=Warninglightsbro006
COLOR=0,10,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=Warninglightsbro
COLOR=0,10,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=bmw_m3e92_08_lod0_headlightR_reflector_
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=ff6t6
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=indicator_rr
COLOR=100,20,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── FOG LIGHTS ────────────────────────

; Extra Option Lights - Could Be FogLights
[EMISSIVE_EXTRA_A_0] ; Front FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=
COLOR=12,10,8
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── REFRACTION ────────────────────────
[REFRACTING_HEADLIGHT_...]
SURFACE = 
INSIDE = 
SYNC_EMISSIVE_AUTO=1


────────────────────── INTERIOR LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=Gauges_Alpha,chassis_SUB23
COLOR=2,1.8,1.5,0.8
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=chassis_SUB10,Steeringwheelbro105,door_dside_f_SUB10,door_pside_f_SUB10
COLOR=2,0.5,0,2
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=Weirdtechstuff001,Weirdtechstuff,
COLOR=2,0.5,0,2
OFF_COLOR=2,0.5,0,2
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0



[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=SPEED_INDICATOR,RPM_INDICATOR,TEMP_INDICATOR,FUEL_INDICATOR
COLOR=10,0.0,0
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

;RPM
[EMISSIVE_...]
NAME = 
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 7500
COLOR = 1,00,0,0.1
BLINKING_PATTERN=(|0=3||1=0|)
BLINKING_DURATION=0.15

────────────────────── STERO/GPS ────────────────────────

[Display_AndroidAuto]
Meshes = chassis_SUB23
Resolution = 740,640
Size = 700, 530
Offset = 26, 30
Scale = 1,0.75
RearCameraPosition = 0.0056, 0.914, -1.95
aftermarketComponent=1

[Navigator_StyleSygic]
Meshes = 
@ = Navigator_Size, Resolution = "2048, 1024", Size = "459, 286", Offset = "10, 11", Scale = 1.5
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

[Navigator_StyleSimpleLight]
Meshes = 4s_screen001
Resolution = 640, 960
Offset = -0, 0
Size = 640, 960

CAMERA_FOV = 70
CAMERA_LOOK_FWD_MULT = 0.66

GPS_LOST_MESSAGE = "GPS signal lost" ; if value is not set, no message will be shown


;Other Navigators
[Navigator_MapDark]
[Navigator_MapModern]
[Navigator_MapModernDark]
[Navigator_StyleSygic]
[Navigator_MapSygic]
[Navigator_MapRacing]
[Navigator_MapNavitel]

[CAR_STEREO_...]
MESHES = Geometry82_SUB18
RESOLUTION = 512, 128
DISPLAY_POS = 0, 0
DISPLAY_SIZE = 512, 128
BACKGROUND = 0, 0, 0, 1
FONT = digital_big
TEXT_0 = "{Artist} - {Track}"
TEXT_0_NOALBUM = "{Artist} - {Track}"
TEXT_0_NOARTIST = "{Track}"
TEXT_0_FALLBACK = "FM{Random:1,4} {Random:80,120}.{Random}"
TEXT_0_ALIGN = CENTER
TEXT_0_START = 26, 16
TEXT_0_LETTER = 24, 64
TEXT_0_LETTERS_LIMIT = $" floor((512 - 26 * 2) / 24) "
TEXT_1 = "{Time:%p %I:%M}"
TEXT_1_ALIGN = CENTER
TEXT_1_START = 26, 84
TEXT_1_LETTER = 12, 28
TEXT_1_LETTERS_LIMIT = 8
ICON_0 = @SOURCE
ICON_0_FALLBACK = FM
ICON_0_START = 174, 84
ICON_0_SIZE = 17, 24
ANIMATION_0 = 10, 4
ANIMATION_0_START = 204, 80
ANIMATION_0_BLOCK = 24, 4
ANIMATION_0_MARGIN = 4, 4
ANIMATION_0_BASE_ROW = BOTTOM

────────────────────── WARNING LIGHTS ────────────────────────

[EMISSIVE_...]
NAME=warning_wheel_damage
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2

[EMISSIVE_...]
NAME=warning_engine
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=Warninglightsbro015
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 35
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...]
NAME=warning_fuel
TOGGLE_VISIBILITY = 0
COLOR=60,20,0.1,1
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.4

[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1
NAME=Warning_Button
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.2
LAG=0.2

[EMISSIVE_ABS_INACTION_0]
NAME=Warninglightsbro008
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0]
NAME=Warninglightsbro012
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1]
NAME=Warninglightsbro003
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_2]
NAME=Warninglightsbro003
TOGGLE_VISIBILITY = 0
COLOR=0
COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=60,12,0.2,1
NAME=Warninglightsbro013
TOGGLE_VISIBILITY = 0
LAG=0.2

[EMISSIVE_HANDBRAKE_0]
NAME=Warninglightsbro002
TOGGLE_VISIBILITY = 0
COLOR=60,2,0.2,1
LAG=0.2

[EMISSIVE_...]
NAME=Warninglightsbro010, Warninglightsbro005
TOGGLE_VISIBILITY = 0
COLOR=60,0,0,1
INPUT=STALLED
LAG=0.2

[EMISSIVE_...]
NAME=Warninglightsbro016, Warninglightsbro017
TOGGLE_VISIBILITY = 0
COLOR=60,12,0,1
INPUT=STALLED
LAG=0.2

[EMISSIVE_...]
NAME=Warninglightsbro004
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 800
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2


[EMISSIVE_...]
NAME=Warninglightsbro007
INPUT=HEADLIGHTS
COLOR=0,25,0

[EMISSIVE_...]
NAME=Warninglightsbro009
INPUT=HIGHBEAM
COLOR=0,15,25


[EMISSIVE_...]
NAME=warning_oil
TOGGLE_VISIBILITY = 0
COLOR=60,0,0,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 910
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=Warninglightsbro014
TOGGLE_VISIBILITY = 0
COLOR=60,12,0,1
INPUT=STALLED
LAG=0.2

[ODOMETER_MAIN]
DIGITAL_ITEM=4
DIGITAL_ITEM_NUMBER_FORMAT=06.1
UPPER_BOUND=999999
; add zero to add leading zeros

[ODOMETER_TRIP]
DIGITAL_ITEM=3
DIGITAL_ITEM_NUMBER_FORMAT=05.1
UPPER_BOUND=9999

[DI_FUEL_ESTIMATE_DISTANCE_TOTAL_...]
DIGITAL_ITEM = 10
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.01

[ITEM_] ; This Goes Into Your Digital_Instruments.ini
VERSION=2
PARENT=
POSITION=-0.133,0.082,0.035
TYPE=PLACE_HOLDER
SIZE=0.017
COLOR=255,255,255,255
INTENSITY=3
FONT=e92_big
ALIGN=CENTER
UNITS=KML

[ITEM_] ; Odometer Main
PARENT=
TYPE=PLACE_HOLDER
TEXT=05448
POSITION=-0.0078, -0.0365, 0.00
SIZE=0.008
COLOR=300,300,300,300
INTENSITY=3.0
FONT=e92_mid
VERSION=2
ALIGN=LEFT

[ITEM_] ; Odometer Trip
PARENT=
TYPE=PLACE_HOLDER
TEXT=829.8
POSITION=0.000, -0.0365, 0.00
SIZE=0.008
COLOR=300,300,300,300
INTENSITY=3.0
FONT=e92_mid
VERSION=2
ALIGN=RIGHT
────────────────────── INTERIOR EMISSIVE FX ────────────────────────
;NEEDLES
[EXTRA_FX_EMISSIVE_...]
MESHES =     
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.015            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.1              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0         ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible


;CLUSTER
[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
AMBIENT_INFLUENCE = 1
COLOR=110, 64, 20, 0.06
DIFFUSE_CONCENTRATION=0.6
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
SPOT=180
RANGE=0.14
POSITION = 
MIRROR=0, 0, 0
DIRECTION=0, 0.3, -1
LAG=0.3
SPECULAR_MULT=10
SPOT_SHARPNESS=0


[EXTRA_FX_EMISSIVE_...]
MATERIALS = m3e90_buttons2_alpha
RANGE = 0.02              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.1                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.5
INTERIOR_ONLY = 1

;Cluster Emissive
[EXTRA_FX_EMISSIVE_...]
MESHES = Gauges_Alpha ; list of meshes
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.2     ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =1            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =          ; stop emissive if a mesh with given name is visible

;Cluster Emissive
[EXTRA_FX_EMISSIVE_...]
MESHES = ,chassis_SUB23 
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.2     ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.3          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =          ; stop emissive if a mesh with given name is visible




────────────────────── OUTSIDE EMISSIVE FX ────────────────────────

;LIGHT CAST
[LIGHT_EXTRA_...]
BOUND_TO = headlight_high
COLOR=270,250,200, 3.5
DIFFUSE_CONCENTRATION=0.7
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.8
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=0.498
POSITION=0, 0.643, 2.0
DIRECTION=0, 0, 1
RANGE=0.15
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=3
SPOT=82
SPOT_SHARPNESS=0.01

[LIGHT_EXTRA_...]
BOUND_TO = headlight_low
COLOR=270,250,200, 3.5
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.8
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=0.628
POSITION=0, 0.643, 1.94
DIRECTION=-0.1, 0, 1
RANGE=0.15
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=3
SPOT=82
SPOT_SHARPNESS=0.01

[LIGHT_EXTRA_...]
BOUND_TO = 
COLOR=111,119,110, 0.5
DIFFUSE_CONCENTRATION=0.2
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.8
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=0.398
POSITION=0, 0.38, 0.75
DIRECTION=0, -1,1
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=282
SPOT_SHARPNESS=0.01




;Headlight
[EXTRA_FX_EMISSIVE_...]
MESHES =bmw_m3e92_08_lod0_headlightL_textured_reflector_,bmw_m3e92_08_lod0_headlightR_textured_reflector_  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.023         ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 10,10,10,0.1             ; optional brightness multiplier (could be an RGBA value)
DIRECTED =0.5          ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 4             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = ...      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =            ; stop emissive if a mesh with given name is visible

────────────────────── OUTSIDE EMISSIVE FX (Taillight) ────────────────────────



────────────────────── LIGHT CAST ────────────────────────

[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=120,120,120,0.05
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.1, 2
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=50
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.3
MIRROR=0.4
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0.0, 0.485, 2.2
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=2.0
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.20
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=55
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.050, 0.99, 0

[LIGHT_BRAKE_0] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.181034, 0, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -.5, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.568
MIRROR_DIRECTION=0
POSITION=0.0, 0.673, -2.07
RANGE=7
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.135, 0.135, 0.135
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_REVERSE_0] ; Reverse Lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.620
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0.0, 0.696, -2.39
RANGE=4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

────────────────────── AUDIO ────────────────────────

[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=2
ENGINE_INT=2
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER = 1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1
WIND=1

[AUDIO_PITCH]
ENGINE_EXT = 1
ENGINE_INT = 1
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 1
TURBO = 2.5
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = .7
SKID_INT = .7



[AUDIO_PARAMETER_TRANSFORM]
; Originally, AC would sent 10000 to soundbank, but now it’ll send 5000 instead. Or, 
; it’ll send 2500 instead of 5000 — values in-between these points are linearly interpolated.
ENGINE_EXT_RPMS = (| 650=1000 | 7000=7150|)
ENGINE_INT_RPMS = (| 650=1000 | 7000=7150|)


────────────────────── MATERIALS (EXTERIOR) ────────────────────────

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial =
CarPaintVersionAware = 2


; body paint
[Material_CarPaint_Metallic]
Materials=ext_Body_Paint
ColoredSpecular =.8
SpecularBase = 0.3, 40
SpecularSun = 0.0, 900
[Material_CarPaint_Solid]
Materials=
ColoredSpecular =1






; caliper paint
[Material_CarPaint_Solid]
Materials=ext_Wheel_brake_caliper
AmbientSpecular = 0

; wheel paint
[Material_CarPaint_Metallic]
Materials =
BrightnessAdjustment=1
SpecularBase = 0.1, 10
;;


; wheel chrome look
[Material_CarPaint_Metal]
Materials =ext_Wheel_paint1
PROP_... = isAdditive,1
ColoredSpecular=0.9
;UseMetallicReflections = 1
BrightnessAdjustment = 0.25
AmbientSpecular = 0
FresnelC=0.1
ClearCoatThickness = 0.2

────────────────────── MATERIALS (PAINT) ────────────────────────

[INCLUDE: common/materials_interior.ini]

[Material_DigitalScreen]
Meshes = intm_odo
MatrixType = IPS         ; valid values: IPS, TN
UseTextureCoordinates = 0  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 1920          ; amount of pixels horizontally
ScreenAspectRatio = 7   ; aspect ratio, height/width
Emissive = 0.5          ; screen brightness
FlipXY = 0                 ; rotate display 90°

Int Plastic
[Material_Plastic_v2]
Materials = IntPlastic1
BrightnessAdjustment = 0.4
DetailScale = 50
DetailTextureBlur = 1
DetailNormalBlend = 0.5
Reflectance = 0.02
Smoothness = 0.1

Int Plastic/Leather
[Material_Plastic_v2]
Materials = IntAlcantaraTrimStuff32,Interiorthing
BrightnessAdjustment = 0.2
DetailScale =20
DetailNormalBlend = -0.5
Reflectance = 0.02
Smoothness = 0.1

Int Smooth Plastic
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.25
DetailScale = 0
DetailTextureBlur = 1
DetailNormalBlend = 0
Reflectance = 0.15
Smoothness = 0.2

Int Piano Black
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.9
DetailScale = 0
Reflectance = 0.15
Smoothness = 0.999999

Int Alcantara
[Material_Velvet_v2]
Materials = IntAlcantaraTrimStuff,m3e90_seatbeltm
DetailScale=20
DetailNormalBlend = 1
BrightnessAdjustment=0.17
ApplyTilingFix=0

Int Carpet
[Material_Carpet_v2]
Materials=IntCarpet
DetailScale=80
BrightnessAdjustment = 0.8
DetailNormalBlend = 0.2
Reflectance = 0.0001


[Material_Leather]
Materials = int_leather_paint1
BrightnessAdjustment = 0.8
[Material_LeatherDetailed]
Materials =Interiorthing
Smoothness = 0
Reflectance = 0.004
ApplyTilingFix = 0
HasDetailNormals = 1
DetailNormalBlend = 0.1
DetailScale = 140
DetailNormalPBRFormat = 1
DetailNormalTexture = common/pbr_leather_spotty.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.5
BrightnessAdjustment = 0.34
;Int Old Leather
[Material_Leather_v2]
Materials = 
Reflectance = 0.02
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 100
BrightnessAdjustment = 0.34

;Int Alu 1 
[Material_Aluminium_v2]
Materials = int_chrome
BrightnessAdjustment = 0.22
Metalness = 0.2
Reflectance = 0.3
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2


;Int Aluminium 2
[Material_Metal_v2]
Materials=IntChrome
DetailScale=0
Brightness=1
Metalness=0.2
Reflectance = 0.4

;Int Brushed Metal
[Material_Metal_v2]
Materials = int_Chrome
BrightnessAdjustment = 0.56
Reflectance = 0.01
DetailScale = 40
DetailNormalBlend = 0.12
Smoothness = 0.8
ColorSource = DIFFUSENORMALIZED
DetailNormalTexture = penis_nm.dds
ApplyTilingFix = 1
PROP...=isAdditive, 0
PROP_...=pbReflectionBlurEnv, 1
DetailNormalPBRFormat = 1
DetailNormalPBRSmoothnessGamma = 1
DetailNormalPBRReflectance = 1
OcclusionMult = 1
Metalness = 0.39
CubemapReflectionBlur = 0.2

;Int Carbon
[Material_Carbon]
Materials=IntCarbon
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=carbon_fiber2.png
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=carbon_fiber_nm2.png
DetailScale=365
Brightness=0.4
DetailNormalBlend=1

────────────────────── MATERIALS (EXTERIOR) ────────────────────────

;Ext Rim Chrome
[Material_Aluminium_v2]
Materials = 
BrightnessAdjustment = 0.2
DetailScale = 0
Metalness = 0.3
Reflectance = 0.5
LocalReflectionsSharpness = 1

;Ext Metal
[Material_Metal_v2]
Materials = 
BrightnessAdjustment = 0.25
DetailScale = 50
Metalness = 0.6
Reflectance = 0.1

;Ext Metal Headlights
[Material_Metal_v2]
Materials = headlight_chrome
BrightnessAdjustment = 0.3
DetailScale = 0
Metalness = 0.9
Reflectance = 0.1
LocalReflectionsSharpness = 0.3
DetailNormalPBRSmoothnessGamma = 0.4

;Ext Metal Old
[Material_MetalOld_v2]
Meshes =
Metalness = 0.05
Reflectance = 0.11
Brightness = 0.1
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0

;Ext Smooth Plastic
[Material_Plastic]
Materials = ExtPlastic
DetailScale = 0
Brightness=0.3

[Material_Plastic]
Meshes =bodyshell_SUB2
Smoothness=0.99
;Ext Rough Chrome
[Material_Plastic_v2]
Materials = m3e90_logo
BrightnessAdjustment = 0.35
Reflectance = 0.07
Metalness = 0.05
Smoothness = 0.6
DetailScale = 35
DetailTextureBlur = 1
DetailNormalBlend = 0.2

;Ext carbon
[Material_Carbon]
Materials=ExtCarbon,CarbRoof
Brightness=0.35
HasDetailNormals = 1
Smoothness = 0.9
Reflectance = 0.2
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend =0.7
DetailScale = 600


[INCLUDE: common/materials_interior.ini]

; License Plate Shader

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_LP_US
PROP_0 = ksSpecular, 0.025
PROP_1 = ksSpecularEXP, 40.05

; License Plate Frame Plastic

[Material_Plastic_v2]
Materials=
Brightness = 0.015
DetailScale =4
DetailNormalBlend = 0.25
Smoothness=0.4
Reflectance=0.1
[Material_Carbon]
Materials=EXT_LP_PLASTIC
DetailScale =100
; License Plate Frame Metal
[Material_MetalOld_v2]
Materials = EXT_LP_CHROME
DetailScale = 1

────────────────────── MATERIALS (GLASS) ────────────────────────
[INCLUDE: common/materials_glass.ini]

;Clear Glass
[Material_Glass]
Materials =ExtGlass
FilmIOR = 2
[Material_Glass]
Materials =m3e90_lights2
FilmIOR = 2
MaskPass=0.7
BrightnessAdjustment=0.4
ThicknessMult=1

; Window Glass
[Material_Glass]
Materials=ExtWindow,ExtTintWindows
MaskPass=0.3
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=2
Desaturate=0
FilmIOR=1.7
────────────────────── MATERIALS (TIRES) ────────────────────────
[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = TIRES
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecularEXP, 10
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = CAR_matte
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecularEXP, 10
PROP_... = ksSpecular, 0.05
DOUBLE_FACE_SHADOW_BIASED = 1

