[INCLUDE: common/navigators.ini]
[INCLUDE: common/new.ini]
[Navigator_StyleNavitel]
Meshes = GPS
Resolution = 500, 700
Offset = 0, 110
Size = 500, 420

@ = Navigator_Component, ComponentID = TRAVEL_INFO, Enabled = $" ${Size:y} >= 300 "
@ = Navigator_ThemedComponent, Dimmed
@ = Navigator_ComponentLayout, Bottom = 30, Left = 50, Width = 140, Height = $" ${Size:y} >= 360 and 100 or 80 ", SmallFont
TRAVEL_INFO_FORMAT = $" ${Size:y} >= 360 and 'Left: {DistanceLeft}\nETA: {ETA}\nArr: {Arrival}' or 'Left: {DistanceLeft}\nETA: {ETA}' "

@ = Navigator_Component_SimpleButton, ComponentID = BTN_SATELLITE, Left = 128, Bottom = 72
@ = Navigator_Component_SimpleButton, ComponentID = BTN_LAYERS, Left = 128, Bottom = 72

@ = Navigator_Component_SimpleButton, ComponentID = BTN_ALIGN, Left = 8, Bottom = 72
@ = Navigator_Component_SimpleButton, ComponentID = BTN_LOCK, Left = 8, Bottom = 72
@ = Navigator_Component_SimpleButton, ComponentID = BTN_ZOOM_IN, Left = 48, Bottom = 72
@ = Navigator_Component_SimpleButton, ComponentID = BTN_ZOOM_OUT, Left = 88, Bottom = 72

@ = Navigator_Component, ComponentID = SPEED_LIMIT
@ = Navigator_ComponentLayout, Left = 300, Top = 80, Radius = 30

@ = Navigator_Component, ComponentID = UPCOMING_TURN
@ = Navigator_ThemedComponent
@ = Navigator_ComponentLayout, Left = 80, Top = 130, Width = 104, Height = 120, Align = "0.0, 1", Padding = "0, 15%"
@ = Navigator_ComponentLayout_ExtraObject, ObjectID = ARROW, ObjectCenter = "50%, 25%", ObjectSize = 25
UPCOMING_TURN_SIMPLE_ARROW = 0
UPCOMING_TURN_ARROW_THICKNESS = 8
UPCOMING_TURN_ARROW_PARAMS_0 = 1, 0.3, 0.3, 1
UPCOMING_TURN_ARROW_PARAMS_1 = 1, 0.6, 0.6, 1

@ = Navigator_Component, ComponentID = 
@ = Navigator_ComponentLayout, Left = 100, Bottom = 20, Width = 90, Height = 32, IconCenter = "25%, 50%"
@ = Navigator_ComponentLayout_ExtraObject, ObjectID = BITS, ObjectCenter = "75%, 50%", ObjectSize = 24
SATELLITE_LEVEL_BG_COLOR_0 = "#444444"
SATELLITE_LEVEL_BG_COLOR_2 = "#000000"
SATELLITE_LEVEL_ICON_COLOR = "#FFFFFF"
SATELLITE_LEVEL_BITS_COLOR_GOOD = "#00FF00"
SATELLITE_LEVEL_BITS_COLOR_AVG = "#FFFF00"
SATELLITE_LEVEL_BITS_COLOR_BAD = "#FF7F00"
SATELLITE_LEVEL_BITS_COLOR_NONE = "#FF0000"
SATELLITE_LEVEL_BORDER_RADIUS = 2
SATELLITE_LEVEL_BORDER_THICKNESS = $BorderThickness
SATELLITE_LEVEL_BITS_CORNER_RADIUS = 3
SATELLITE_LEVEL_BITS_THICKNESS = 6
SATELLITE_LEVEL_BITS_GROW_RATE = 1



SPEED_LIMIT_BG_COLOR = "#FFFFFF"
SPEED_LIMIT_TEXT_COLOR = 0, 0, 0
SPEED_LIMIT_BORDER_THICKNESS = 12
SPEED_LIMIT_BORDER_COLOR = "#FF0000"
SPEED_LIMIT_FORMAT = "%.0f"

[SHADER_REPLACEMENT_...]
MESHES =   headlightr_a.006 ,headlightl_a,headlightr_a
PROP_... = emChannelsMode, 1

[EMISSIVE_LIGHT_...]
NAME= headlightr_a.006 ,headlightr_a,headlightl_a
COLOR=3,3,3.2,3
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT
CHANNEL = 2



[INCLUDE: common/custom_emissive.ini]


[CustomEmissiveMulti]
Meshes = cluster_warning
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 = "327, 439", Size = "80, 47", 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 = LIGHT, Start = "677, 360", Size = "85, 45", Color = "0, 80, 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=11 ,InputInverse=1 , Lag=0.2, Color = "70,5,0", 





[ODOMETER_MAIN]
DIGITAL_ITEM=16
DIGITAL_ITEM_NUMBER_FORMAT=0.0
UPPER_BOUND=999999
; add zero to add leading zeros



[ODOMETER_TRIP]

DIGITAL_ITEM=4
DIGITAL_ITEM_NUMBER_FORMAT=002.0





[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = 
Resolution = 900, 900
Size = 890, 650
Offset = 0, 20
Scale = 1
RearCameraPosition = 0, 0.746, -2.54
aftermarketComponent=1

[EXTRA_FX]
GLASS_FILTER = InteriorEmissive.002
SKIP_GBUFFER = GEO_glasses

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials = HUD, digitalGauge, GFORCE
ScreenScale = 800
ScreenAspectRatio = 0.5
MatrixType = IPS


[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials =ARROWRPM
ScreenScale =30
ScreenAspectRatio = 0.5
MatrixType = IPS


[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials =GPS
ScreenScale =180
ScreenAspectRatio = 0.5
MatrixType = IPS

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Materials =nav_screen|nav_a
ScreenScale =300
ScreenAspectRatio = 0.5
MatrixType = IPS

[CAR_STEREO_...]
ACTIVE = $" read('csp/version', 0) >= 1279 "

MESHES = Plane.003
RESOLUTION = 1000, 400
DISPLAY_POS = -50, 100
DISPLAY_SIZE = 624, 575
COLOR = 10, 10, 10
FADE_WHEN_INACTIVE = 0.05
DITHERING = 2

; artist text
TEXT_CSP_0 = "{Artist}"
TEXT_CSP_0_NOALBUM = "{Artist}"
TEXT_CSP_0_NOARTIST = "{Track}"
TEXT_CSP_0_FALLBACK = ""
TEXT_CSP_0_ALIGN_LAYOUT = 0.5
TEXT_CSP_0_START = 215, 110
TEXT_CSP_0_SIZE = 310, 80
TEXT_CSP_0_FONT_TYPE = ITALIC
TEXT_CSP_0_Z_INDEX = 10
TEXT_CSP_0_SCALE = 0.7
TEXT_CSP_0_BOLD = 1

; track text
TEXT_CSP_3 = "{Track}"
TEXT_CSP_3_NOALBUM = "{Track}"
TEXT_CSP_3_NOARTIST = "{Track}"
TEXT_CSP_3_FALLBACK = ""
TEXT_CSP_3_ALIGN_LAYOUT = 0.5
TEXT_CSP_3_START = 225, 125
TEXT_CSP_3_SIZE = 290, 80
TEXT_CSP_3_FONT_TYPE = ITALIC
TEXT_CSP_3_Z_INDEX = 10
TEXT_CSP_3_SCALE = 0.4
TEXT_CSP_3_BOLD = 1

; album text
TEXT_CSP_4 = "{Album}"
TEXT_CSP_4_NOALBUM = "{Album}"
TEXT_CSP_4_NOARTIST = "{Album}"
TEXT_CSP_4_FALLBACK = ""
TEXT_CSP_4_ALIGN_LAYOUT = 0.5
TEXT_CSP_4_START = 280, 172
TEXT_CSP_4_SIZE = 310, 80
TEXT_CSP_4_FONT_TYPE = ITALIC
TEXT_CSP_4_Z_INDEX = 10
TEXT_CSP_4_SCALE = 0.4
TEXT_CSP_4_BOLD = 1

; track position
TEXT_CSP_1 = "{Position:%02d:%02d//--:--}"
TEXT_CSP_1_ALIGN_LAYOUT = 0
TEXT_CSP_1_START = 315, 205
TEXT_CSP_1_SIZE = 460, 80
TEXT_CSP_1_FONT_TYPE = MONOSPACE
TEXT_CSP_1_Z_INDEX = 10
TEXT_CSP_1_SCALE = 0.5
TEXT_CSP_1_BOLD = 1

; track duration
TEXT_CSP_2 = "{Duration:%02d:%02d//--:--}"
TEXT_CSP_2_ALIGN_LAYOUT = 1, 0
TEXT_CSP_2_START = 380, 205
TEXT_CSP_1_SIZE = 460, 80
TEXT_CSP_2_FONT_TYPE = MONOSPACE
TEXT_CSP_2_Z_INDEX = 10
TEXT_CSP_2_SCALE = 0,5
TEXT_CSP_2_BOLD = 1

; progress bar background
RECT_5 = 1
RECT_6_START = 330, 200
RECT_6_SIZE = 600, 50
RECT_5_Z_INDEX = 11
RECT_5_COLOR = 0.2, 0.2, 0.2, 50

; progress bar background
RECT_6 = 1
RECT_6_START = 328, 200
RECT_6_SIZE = 100, 5
RECT_6_Z_INDEX = 12
RECT_6_COLOR = 0.8, 0.8, 0.8, 1
RECT_6_SCALE_WITH_PROGRESS = 1, 0


; album cover in the middle
ALBUM_COVER_0 = 1
ALBUM_COVER_0_START = 310, 50
ALBUM_COVER_0_SIZE = 100, 90
ALBUM_COVER_0_Z_INDEX = -1
ALBUM_COVER_0_FALLBACK = MUSIC
ALBUM_COVER_0_FALLBACK_COLOR = 1.5, 1.5, 1.5, 0.5
ALBUM_COVER_0_FALLBACK_BACKGROUND = 0.05, 0.05, 0.05, 1
ALBUM_COVER_0_FALLBACK_SIZE = 28

; animation below album cover
ANIMATION_0 = 15, 4
ANIMATION_0_START = 325, 180
ANIMATION_0_BLOCK = 6, 2
ANIMATION_0_MARGIN = 1, 3
ANIMATION_0_BASE_ROW = BUTTOM




[AUDIO_PITCH]
ENGINE_EXT = 1.2
ENGINE_INT = 1.2
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
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 = 0
LIMITER = 0
TURBO = 1.0
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0



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


[ANIMATION_0]
FILE=car_door_l.ksanim
TIME= 1
BIND_TO_EXTRA_A=1

[ANIMATION_1]
FILE=car_door_r.ksanim
TIME= 1
BIND_TO_EXTRA_B=1

[ANIMATION_2]
FILE=trunk.ksanim
TIME= 1
BIND_TO_EXTRA_C=1


[ANIMATION_4]
FILE=hood_anim.ksanim
TIME= 1
BIND_TO_EXTRA_D=1


; New car paint
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = car_paint
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = car_paint
LocalReflectionsForce = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 1

[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.06

[WOBBLY_BIT_...]
NAME = EXHAUST          ; name of the node to move
CONNECTED_TO = 1, 1, 1   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.004                ; max range node can move from its original position
DAMPENING_LAG = 0.9            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 24                      ; how much G-forces affect node’s speed
GRAVITY_GAIN = 3                ; how much gravity affects node’s speed
OFFSET_GAIN = 2000              ; how strong is returning force
STIFF_AXIS = 1, 1, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 1      ; now stiff is optional stiffness axis
G_FILTER = 0                    ; temporal filter for G-forces
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1 ; either `0` or `1`; set it to `1` if you don’t want gravity to skew your stuff when car is in neutral position


[INCLUDE: common/no_popup_lights.ini]

[EMISSIVE_LIGHT_...]
NAME= headlightr_a.004,
COLOR=300,300,320,2
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= headlightrbulbs_a
COLOR=300,300,320,20
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_BRAKE_...]
NAME=taillightr_a.007
COLOR=55,0.5,0,20
FALLBACK_HEADLIGHTS_COLOR=55,1,0,10
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_BRAKE_...]
NAME=desirefx.me_060.001
COLOR=55,0.2,0,20
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_BRAKE_...]
NAME=Window_Geo_lodA.001
COLOR=55,0.2,0,20
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME= SteeringWheel_InteriorEmissive, Interior.019, InteriorEmissive001.001, InteriorEmissive.006, Interior.049, InteriorEmissive.005
COLOR=3,3,3,3
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT



[EMISSIVE_LIGHT_...]
NAME= steeringwheel_a.008, steeringwheel_a.010, steeringwheel_a.009, steeringwheel_a.007,  steeringwheel_a.002, dashpad_a.002, dashpad_a.004, dashpad_a.003, doorcardlf_a.015, doorcardlf_a.001, centerconsolestructure_a.001
COLOR=1,1,1,10
OFF_COLOR=1,1,1
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= ARROW_RPM_001_001
COLOR=3,3,3,3
OFF_COLOR=1,1,1
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= steeringwheel_a.002, dashpad_a.002, dashpad_a.003, dashpad_a.004, centerconsolestructure_a.001, doorcardlf_a.001, doorcardlf_a.015
COLOR=1,1,1,5
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= PM
COLOR=1,1,1,1
OFF_COLOR=1,1,1
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= GAUGERPM_000
COLOR=2,2,2,0.78
OFF_COLOR=2,2,2,0.78
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT
DIFFUSE=0.5


[BRAKEDISC_FX]
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 = 20  ; increase to make more lines
GLOW_OFFSET = 0.8      ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening



[BRAKEDISC_FX_FRONT]
ACTIVE=1
ALPHA_MASK=0.1, 1
CARVED=1
CARVED_FREQUENCY=20
CERAMIC=1
DEBUG=0
DISC_INTERNAL_RADIUS=0.112
DISC_RADIUS=0.215
GLOW_MULT=0.6
GLOW_OFFSET=0.8
LUMINOCITY_MASK=0.01, 0.02
NORMAL_MASK=0.0, 0.9
OVERRIDE_DIFFUSE_MAP=0
OVERRIDE_NORMAL_MAP=0
REFLECTION_F0=0.06, 0.44
REFLECTION_SHARPNESS=10, 200
RIM_HEIGHT=0.147
RIM_RADIUS=0.254
ROUGHNESS=0.35, 0.5
SPECULAR=0.8, 0
WEAR_MULT=0.8

[BRAKEDISC_FX_REAR]
ACTIVE=1
ALPHA_MASK=0.1, 0.1
CARVED=1
CARVED_FREQUENCY=20
CERAMIC=1
DEBUG=0
DISC_INTERNAL_RADIUS=0.11
DISC_RADIUS=0.2
GLOW_MULT=0.5
GLOW_OFFSET=0.8
LUMINOCITY_MASK=0.11, 0.2
NORMAL_MASK=0.0, 1.3
OVERRIDE_DIFFUSE_MAP=0
OVERRIDE_NORMAL_MAP=0
REFLECTION_F0=0.16, 0.44
REFLECTION_SHARPNESS=10, 200
RIM_HEIGHT=0.183
RIM_RADIUS=0.2667
ROUGHNESS=0.35, 0.5
SPECULAR=0.8, 1
WEAR_MULT=0.8





[EMISSIVE_HANDBRAKE_0]
NAME=handbreak
TOGGLE_VISIBILITY = 1
COLOR=40,4,4,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=40,20,4,1
NAME=tcoff
TOGGLE_VISIBILITY = 1
LAG=0.2


[EMISSIVE_TRACTIONCONTROL_0]
NAME=tcoff001
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1]
NAME=SteeringWheel_InteriorEmissive.004
TOGGLE_VISIBILITY = 1
COLOR=1,1,1,10
OFF_COLOR=100,20,0,1
LAG=0.2

[EMISSIVE_ABS_INACTION_0]
NAME=as
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
OFF_COLOR=0
LAG=0.2

[EMISSIVE_HIGHBEAM_0]
NAME=hbd
ACT_AS_HEADLIGHTS=0
COLOR=0,0,30,2

[EMISSIVE_HIGHBEAM_2]
NAME=SteeringWheel_InteriorEmissive.003
ACT_AS_HEADLIGHTS=0
COLOR=0,0,30,2
OFF_COLOR= 1,1,1,10

[EMISSIVE_HIGHBEAM_3]
NAME= headlightr_a.006 ,headlightr_a,headlightl_a
COLOR=3,3,3.2,3
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT
CHANNEL = 1



[EMISSIVE_HIGHBEAM_1]
NAME=headlightl_a.005, headlightrbulbs_a.001
ACT_AS_HEADLIGHTS=0
COLOR=20,20,25,100s

[EMISSIVE_...]
NAME=lowtyrepressure
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 45
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_LIGHT_...]
NAME=Rectangle015
COLOR=-10,5,-5
OFF_COLOR=0,0,0
BIND_TO_HEADLIGHTS=1
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=Counter_Displays_Needles_Icons
COLOR=3,3,3
OFF_COLOR=2,2,2
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=light_lens
COLOR=250,250,270
OFF_COLOR=0,0,0
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0



[EMISSIVE_REVERSE_0]
NAME=taillightr_a.005
COLOR=10,9,6,40
LAG=0.9

[EMISSIVE_REVERSE_1]
NAME=Light.006
COLOR=10,9,6,10
LAG=0.9

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=plateus_a
OFFSET=0.02, 0.01, 0
RANGE=0.6
RANGE_GRADIENT_OFFSET=0.03
SPOT=230
SPOT_SHARPNESS=0.09
COLOR=5,4,4,2
OFF_COLOR=0,0,0
FALLBACK_EMISSIVE=5,4,4,2

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=wingmirrorr_a.002
COLOR=127, 23, 0
LAG=0.7
SIMULATE_HEATING=0.0
CAST_LIGHT=1


[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=taillightr_a.006, glassltl_a.004
COLOR=127, 23, 0
LAG=0.7
SIMULATE_HEATING=0.0
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=headlightr_a.001
COLOR=127, 63, 0
OFF_COLOR=1, 1, 1,100
LAG=0.7
SIMULATE_HEATING=0.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=lights_red.001
COLOR=127, 63, 0
FALLBACK_HEADLIGHTS_COLOR=55,5,0,2
LAG=0.7
SIMULATE_HEATING=0.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_4]
NAME=rb2
COLOR=-3, 10, -3
LAG=0.5
SIMULATE_HEATING=0.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_5]
NAME=SteeringWheel_InteriorEmissive.001
COLOR=-3, 10, -3
OFF_COLOR= 1,1,1,10
LAG=0.5
SIMULATE_HEATING=0.0
CAST_LIGHT=0


[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME= wingmirrorl_a.007
COLOR=127, 23, 0
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME= glassltl_a.003, taillightr_a.004
COLOR=127, 23, 0
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=headlightr_a.002
COLOR=127, 63, 0
OFF_COLOR=1, 1, 1,100
LAG=0.7
SIMULATE_HEATING=0.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=lights_red.002
COLOR=127, 63, 0
FALLBACK_HEADLIGHTS_COLOR=55,5,0,2
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_4]
NAME=l1
COLOR=-3, 10, -3
LAG=0.5
SIMULATE_HEATING=0
CAST_LIGHT=0


[EMISSIVE_TURNSIGNAL_LEFT_5]
NAME=SteeringWheel_InteriorEmissive.002
COLOR=-3, 10, -3
OFF_COLOR= 1,1,1,10
LAG=0.5
SIMULATE_HEATING=0.0
CAST_LIGHT=0


[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=0
COLOR=5,5,5.5,5
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.341, 0.778, 0.609
DIRECTION=0,0.2,-0.9
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=150
SPOT_SHARPNESS=0.3


[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=0
COLOR=5,5,5.5,1
OFF_COLOR=5,5,5.5,1
DIFFUSE_CONCENTRATION=0.1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION==0.341, 0.778, 0.60
DIRECTION=0,0.0,0.9
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=250
SPOT_SHARPNESS=0.3


[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=0
COLOR=5,5,5.5,2
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.156, 0.648, 0.518
DIRECTION=0,0.2,-0.9
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=150
SPOT_SHARPNESS=0.3


[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials = 
[Material_PhotoelasticGlass]
Meshes= 


;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = 
ThicknessMult = 2.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=2.0

[Material_Glass]
Materials = 
ThicknessMult = 2.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=3


[Material_Carbon]
Materials = CarbonFiber
BrightnessAdjustment = 0.3
ClearCoatF0 = 0.25
DetailScale = 800


[INCLUDE: common/materials_carpaint.ini]
[Material_InteriorPBRDetail]
Meshes=exhaust_a.002
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 15
ApplyTilingFix = 1
BrightnessAdjustment = 0.2
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.1
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

[Material_InteriorPBRDetail]
Meshes=engine_a__slod.004
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 80
ApplyTilingFix = 0
BrightnessAdjustment = 0.3
DetailNormalPBRSmoothness = 0.95
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.2
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1


[Material_InteriorPBRDetail]
Meshes=enginebay_a__slod.016
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 1
ApplyTilingFix = 1
BrightnessAdjustment = 0.05
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.1
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

[Material_InteriorPBRDetail]
Materials= RIMPAINT
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale =10
ApplyTilingFix = 1
BrightnessAdjustment = 0.2
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.2
Reflectance = 0.2
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1


[Material_Metal_v2]
Meshes=exhaust_a, enginebay_a__slod.018, engine_a__slod.002, enginebay_a__slod.006
BrightnessAdjustment = 0.1
DetailScale = 10
Metalness = 0.50
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			
DetailTexture = 1


[Material_Metal_v2]
Meshes=enginebay_a__slod.002
BrightnessAdjustment = 0.3
DetailScale = 1
Metalness = 0.50
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			
DetailTexture = 1

[Material_Metal_v2]
Meshes=enginebay_a__slod.013, enginebay_a__slod.005, engine_a__slod.005, engine_a__slod.002, enginebay_a__slod.003, enginebay_a__slod.011, enginebay_a__slod.015
BrightnessAdjustment = 0.2
DetailScale = 50
Metalness = 0.60
Reflectance = 0.10
LocalReflectionsSharpness = 0.1			
DetailTexture = 1


[Material_Plastic_v2]
Materials =
BrightnessAdjustment = 0.15
DetailScale =70

;INTERIOR PBR
[INCLUDE: common/materials_interior.ini]
[Material_Metal_v2]
Materials =INT_METAL
BrightnessAdjustment = 0.07
DetailScale = 50
Metalness = 0.3
Reflectance = 0.050
LocalReflectionsSharpness = 0.1
DetailTexture = 1
[Material_Velvet]
Materials= 
BrightnessAdjustment=0.1
[Material_Velvet]
Meshes=bumperf_a.006
BrightnessAdjustment=0.01
[Material_Velvet]
Materials=
BrightnessAdjustment=0.1
[Material_Carpet]
Materials= carpet, carpet2
[Material_Leather]
Materials=
BrightnessAdjustment=0.2
[Material_Plastic]
Materials=
BrightnessAdjustment = 0.10
[Material_Carbon]
Materials=
DetailScale = 800
BrightnessAdjustment = 0.30
ClearCoatF0 = 0.15
Reflectance = 0.1







[Material_Glass]
Materials=Window
MaskPass=1
EXTRA_MASK_PASS_COLOR=0,200,255
ThicknessMult=6
Desaturate=0
FilmIOR=0.4

[Material_Glass]
Meshes= trunkbay_a__slod.009, glassmint_a
IOR = 0.5          ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 0.2 ; thicker glass passes less light through
ProfileFix = 0.05    ; adds thickness to glass for glazing angles
MaskPass = 1         ; mask pass opacity
Desaturate = 1
Refraction = 1
ExtraLightsAdjustment = 0.02

[Material_PhotoelasticGlass]
Meshes=glasslhl_a,
PhotoelasticityBaseScale = 5      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.03  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.3   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.03  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 8   ; how many stripes are there
ProfileFix = 0.02
FilmIOR=0.25

[Material_PhotoelasticGlass]
Meshes=glassr_a
PhotoelasticityBaseScale = 5      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.03  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.3   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.03  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 8   ; how many stripes are there
ProfileFix = 0.02
FilmIOR=0.5

; New interior materials
[INCLUDE: common/materials_interior.ini]
DisableDev = 1

[Material_Leather]
Materials= INT_LEATHER, LEATHER_SEAT, LEATHER_SEAT2, INT_LEATHER_ROOF
Brightness=0.7
Reflectance = 0.15
Smoothness = 0.3
DetailNormalBlend=0.8

[Material_Leather]
Materials= stitch_010
Brightness=0.3
Reflectance = 0
Smoothness = 0.33
DetailNormalBlend=0.5


[Material_Leather]
Materials= LEATHER_PERFORATED
Brightness=0.6
Reflectance = 0.1
Smoothness = 0.72
DetailNormalBlend=1

[Material_Leather]
Materials= carpet2
Brightness=0.3
Reflectance = 0.01
Smoothness = 0.12
DetailNormalBlend=1
DetailScale =50

[Material_Carpet_v2]
Materials = carpet
DetailScale = 

[Material_Carbon]
Materials = 
BrightnessAdjustment = 0.2
DetailScale=500
DetailNormalBlend = 0.1
ClearCoatF0 = 0.05


[Material_Plastic_v2]
Materials = INT_PLASTIC
DetailScale = 17
Reflectance = 0.1
BrightnessAdjustment = 0.01
DetailScale = 40
DetailNormalBlend = 0.5

[Material_Plastic_v2]
Materials = EXT_Plastic
DetailScale = 17
Reflectance = 0.1
BrightnessAdjustment = 0.01
DetailScale = 40
DetailNormalBlend = 0.5

























[WIPERS]
WIPER_L1=WIPER_L
WIPER_R1=WIPER_R

[WIPERSTRACE_...]
SURFACE = glassf_a
WIPERS =wipers_a.007, wipers_a

[WIPER_L1]
WIND_THRESHOLDS_KMH = 60, 150  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.03             ; base animation progress to vibrate around

[WIPER_R1]
WIND_THRESHOLDS_KMH = 60, 150  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.03             ; base animation progress to vibrate around


[BASIC]
DIESEL_ENGINE = 0 		; or 1

[PARTICLES_FX_EXHAUST_1]
POSITION = -0.23,0.59,-2.28		; 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 = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears
	

[PARTICLES_FX_EXHAUST_2]
POSITION = -0.23,0.59,-2.28		; 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 = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_3]
POSITION = 0.23,0.59,-2.28		; 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 = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears
	

[PARTICLES_FX_EXHAUST_4]
POSITION = 0.23,0.59,-2.28		; 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 = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[LIGHT_FLAME_0]
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1.8
CAR_RANGE_MULT=0.2
COLOR=5,1,1
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=0.8

[EXHAUST_FLAMES]
ANTILAG=0 				; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.2			; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=1 			; flame size
ANTILAG_INTERVAL_MAX=7000
ANTILAG_INTERVAL_MIN=4000
ANTILAG_TURBO_THRESHOLD=0.2
DAMAGE=0 				; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1				; lifting off the throttle
DISCHARGE_CHARGE_TIME=3 		; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0 			; delay after throttle lift
DISCHARGE_DURATION=0.1 			; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.1		; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=1			; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8900 	; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=5000 	; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1				; on upshift
FLAT_SHIFT_COOLDOWN=5			; after upshift
FLAT_SHIFT_DURATION=0.1 		; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=70 		; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=1 			; flame size
FLAT_SHIFT_PROBABILITY=0.1		; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=7000
LIMITER=0 				; on hitting the limiter
LIMITER_DELAY=0 			; delay, in seconds
LIMITER_INTENSITY=1 			; flame size
LIMITER_RPM_THRESHOLD=7000 		; limiter flames will not shoot below this rpm



[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR = FIRST
UPPER_BOUND = 1  
RANGE=0              ; maximum input value for arrow to move with
START = 0 
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0.0
SPEED_LAG = 0.0                 ; lag for speed, adding inertia of movement
G_FACTOR = 0.8, 0, 0
POS_OFFSET_START = 0.0, 0, -0.0 position offset for the minimum value
POS_OFFSET_END = -0.07, 0.0, -0.0
NAME=GMETER1

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR =  FIRST
UPPER_BOUND = 1 
RANGE=0                ; maximum input value for arrow to move with
START = 0 
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=00 
SPEED_LAG = 0.0                ; lag for speed, adding inertia of movement
G_FACTOR = -0.8, 0, 0.0
POS_OFFSET_START = 0.00, -0.0, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.07, 0.00, 0.0
NAME=GMETER2

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR = THIRD
UPPER_BOUND = 1.3                 ; maximum input value for arrow to move with
START = 0 
RANGE=0
INPUT_LAG=0.0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0
SPEED_LAG = 0.0                 ; lag for speed, adding inertia of movement
G_FACTOR = 0.0, 0, 0.8
POS_OFFSET_START = 0.00, -0.00, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.00, -0.08, 0.0
NAME=GMETER3

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR =THIRD
UPPER_BOUND = 1.3                 ; maximum input value for arrow to move with
START = 0 
RANGE=0
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0.0
SPEED_LAG = 0               ; lag for speed, adding inertia of movement
G_FACTOR = 0.0, 0, -0.8
POS_OFFSET_START = 0.00, -0.00, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.000, 0.08, 0.0
NAME=GMETER4

[LIGHT_EXTRA_...]
BOUND_TO = headlightr_a.004
AMBIENT_INFLUENCE = 0
COLOR=7, 7, 7, 15
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
FADE_AT=90
FADE_SMOOTH=50
MIRROR=0.785, 0, 0
POSITION=0, 0.572, 1.72
DIRECTION=0, 0, 1
RANGE=0.25
RANGE_GRADIENT_OFFSET=-0.2
SPECULAR_MULT = 8
SPOT=140



[LIGHT_EXTRA_...]
BOUND_TO = headlightrbulbs_a.001
AMBIENT_INFLUENCE = 0
COLOR=7, 7, 7, 15
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
FADE_AT=90
FADE_SMOOTH=50
MIRROR=0.711, 0, 0
POSITION=0, 0.557, 1.8
DIRECTION=0, 0, 1
RANGE=0.25
RANGE_GRADIENT_OFFSET=-0.2
SPECULAR_MULT = 8
SPOT=140

