[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: navigators_maps.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: navigators_maps.ini]
[INCLUDE: navigators_layouts.ini]
[INCLUDE: navigators_themes.ini]
──────────────────────────────────────────────
[BASIC]
IS_LOW_BEAM_AVAILABLE = 1
OPEN_WHEELER = 0           
RALLY_CAR = 0
DIESEL_ENGINE = 0
HEADLIGHTS_ARE_HEADLIGHTS=1



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

[BRAKEDISC_FX]
ACTIVE = 1
────────────────────── DOUBLE SIDED MESH ────────────────────────
[SHADER_REPLACEMENT_...]
MESHES = 
CULL_MODE = DOUBLESIDED
──────────────────────────────────────────────
[EXTRA_FX]
MASK_GBUFFER =material:EXT_GLASS,material:EXT_GLS_RED,material:DRL_GLASS_NM
SKIP_GBUFFER = glass_dark001
GLASS_FILTER = 



────────────────────── Lights Cast────────────────────────
[LIGHT_HEADLIGHT_0]
COLOR=22,23,25, 0.25			
POSITION=0, 0.6, 2.15	
MIRROR=0.725				
LOWBEAM_RANGE_MAX=150 	
LOWBEAM_RANGE_MULT =100	
HIGHBEAM_RANGE_MAX=150	
DIRECTION=-0, -0.1,1	

[LIGHT_BRAKES]
COLOR=2, 0, 0, 3

[LIGHT_REVERSE_0]
AFFECTS_TRACK=1



[SHADER_REPLACEMENT_...]
MATERIALS =bra_emblem_003_alpha
IS_VISIBLE=0
────────────────────── MATERIALS (PAINT) ────────────────────────

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metallic]
Materials=ext_Body_Paint
ColoredSpecular =0.5
ClearCoatThickness = 0.15
SpecularBase = 0.1, 40


[Material_CarPaint_Chrome]
Materials =ext_Wheel_paint1,ext_Wheel_paint2
FresnelC = 0.1
AmbientSpecular=0
SpecularBase = 0.1,40

[Material_CarPaint_Metallic]
Materials=ext_Wheel_brake_caliper
AmbientSpecular = 0
FresnelC = 0.04

────────────────────── MATERIALS (GLASS) ────────────────────────
[INCLUDE: common/materials_glass.ini]
ExteriorGlassHeadlightsMeshes=
ExteriorGlassFilmedMaterials=EXT_GLASS


;Clear Glass
[Material_Glass]
Materials=EXT_GLASS
IOR = 1.8

;Photoelastic Glass
[Material_PhotoelasticGlass]
Meshes = 
PhotoelasticityMult = 0.1



; Window Glass
[Material_Glass]
Materials=EXT_WINDOWS
ThicknessMult=3
Desaturate=0
FilmIOR=2.2


[Material_Glass]
Materials=EXT_GLS_RED
MaskPass=1
BrightnessAdjustment=0.2
PROP_...=extColoredReflection,0


────────────────────── MATERIALS (EXTERIOR) ────────────────────────
[Material_Aluminium_v2]
Materials= 
Smoothness = 0.0
Metalness = 0.4
Reflectance = 0.4
BrightnessAdjustment = 0.4
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.4
DetailScale = 60
DetailNormalBlend = 10
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0.05
ApplyTilingFix = 1

;Ext Rim Chrome
[Material_Aluminium_v2]
Materials = GTX01_chrome
BrightnessAdjustment = 0.8
DetailScale = 0
Metalness = 0.5
Reflectance = 0.5
LocalReflectionsSharpness = 1

[Material_Aluminium_v2]
Materials = GTX01_paint
BrightnessAdjustment = 0.02
DetailScale = 0
Metalness = 0.07
Reflectance = 0.1
LocalReflectionsSharpness = 1

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

;Ext Coloured Light
[Material_Aluminium_v2]
Materials = EXT_RED_TL ;(shiny coloured textured of the tails housing (orange turn signals, red shiny textures) go here)
Smoothness = 0.65
Metalness = 0.9
DetailScale=0
BrightnessAdjustment = 0.8
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
DetailNormalPBRSecondaryColor=1,0,0,1


;Ext Metal Headlight House
[Material_Metal_v2]
Materials = 
Smoothness = 0.5
Metalness = 0.9
Reflectance = 0.6
BrightnessAdjustment = 1
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1

;Ext Alu 


;Ext Metal Headlights
[Material_Metal_v2]
Materials = EXT_CHROME_HDL
Brightness = 0.3
Reflectance = 0.8
Metalness= 0.8
DetailScale = 0
Smoothness = 1
CubemapReflectionBlur= 0


[Material_Metal_v2]
Materials =
Brightness = 1
Reflectance = 1
Metalness= 1
DetailScale = 11
Smoothness = 1
CubemapReflectionBlur= 0
OcclusionMap=1


[Material_Metal_v2]
Materials = EXT_CHROME
Metalness = 0.9
DetailScale = 0

[Material_Aluminium_v2]
Meshes = chrome003.001
Metalness = 0.8
Reflectance = 0.1
Smoothness = 0
BrightnessAdjustment = 0
DetailNormalBlend =0
DetailNormalPBRSmoothnessGamma = 1
DetailScale = 0


;Ext Smooth Plastic
[Material_Plastic_v2]
Materials =EXT_PLASTIC
Smoothness = 0.9
BrightnessAdjustment = 0.1
DetailScale = 110

;Ext Smooth Plastic
[Material_Plastic_v2]
Materials =
Metalness = 0.0
Reflectance = 0.04
Smoothness = 0.8
BrightnessAdjustment = 0.15
ApplyTilingFix = 0
DetailScale = 0

;Ext Smooth Plastic
[Material_Plastic_v2]
Materials =EXT_PLASTIC_HDL
BrightnessAdjustment = 0.5
DetailScale = 100
Smoothness = 0.8


;Ext Carbon
[Material_Carbon]
Materials =EXT_CARBON
DetailScale = 600
Brightness = 0.35

────────────────────── MATERIALS (EXTERIOR) ────────────────────────
;assets
RESOURCE_0 =
RESOURCE_TEXTURE_0 =
ColorSource = DIFFUSE
DetailTexture = 
DetailNormalTexture =

[Material_InteriorPBR]
Materials = ext_tl_reflectors
BrightnessAdjustment = .5
Smoothness = 1
Metalness =1

[Material_InteriorPBR]
Materials = light_emi_33
BrightnessAdjustment = 1
Smoothness = 1
Metalness =1


[Material_InteriorPBR]
Meshes =3DBR
BrightnessAdjustment = 1
Smoothness = 1
Metalness =1
RESOURCE_1= txDiffuse
RESOURCE_FILE_1 = GREY_NULL.dds

[Material_InteriorPBR]
Materials =light_emi_33
BrightnessAdjustment = .5
Smoothness = .9
Metalness = 1
[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]
Meshes =
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 = 1     ; screen brightness


;Int Plastic
[Material_Plastic]
Meshes = black002
DetailNormalBlend = 0
BrightnessAdjustment=.1
Smoothness = 0.999
Reflectance = 0.04

[Material_Plastic]
Materials =INT_PLASTIC
Brightness=0.5
;Int Alcantara
[Material_Velvet_v2]
Materials = INT_ALCNT
DetailScale=44
DetailNormalBlend = 1
BrightnessAdjustment=.2

[Material_Velvet_v2]
Materials = INT_ALCNT_PAINT
DetailScale=77
DetailNormalBlend = 1
BrightnessAdjustment=.2

;Int Carpet
[Material_Velvet_v2]
Meshes = 
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 1, 0, 0, 1
UseClothShading = 1
Reflectance = 0.0
DetailScale = 60
ClothSheenColor = 1,1,1
BrightnessAdjustment = 0.1

;Int Detailed Leather
[Material_LeatherDetailed]
Materials =
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

;Int Leather 2
[Material_Leather]
Materials=INT_LEATHER_1
Brightness=1
Reflectance = 0.1
Smoothness = 0.35

[Material_Leather]
Materials=int_leather_paint?
Brightness=1
Reflectance = 0.05
Smoothness = 0.5


;Int Metal
[Material_Aluminium_v2]
Materials = INT_METAL
ColorSource=DIFFUSE
BrightnessAdjustment =.5
DetailScale = 0

;Int Alu 1 
[Material_MetalOld_v2]
Materials = vehicle_generic_smallspecmap
BrightnessAdjustment = 10
DetailNormalPBRSmoothness = 0.9
Metalness = 0.3
Smoothness = 0.01
Reflectance = 0.2
DetailScale = 0

[Material_Carbon]
Materials =INT_CARBON
DetailScale = 780
BrightnessAdjustment = 0.5
;Int brushed
[Material_Metal_v2]
Materials = 
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_brushed.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_brushed_detail.dds
DetailNormalBlend = 1
DetailScale = 5
Metalness = 0.9
BrightnessAdjustment = 0.2
Smoothness = 0.9
Reflectance = 0.5
DetailNormalPBRSmoothness = 1.75

────────────────────── SHADER_REPLACEMENT ────────────────────────
[SHADER_REPLACEMENT_...] 
MATERIALS = tyre_tread
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecularEXP, 10
PROP_... = ksSpecular, 0.02
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend,
MATERIALS = 
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MATERIALS = mer_amggt_15_symbols_diff
IS_TRANSPARENT = 1
CAST_SHADOWS = 0 
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MATERIALS = 
IS_TRANSPARENT = 1
BLEND_MODE = ALPHA_BLEND


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

;Plate Light
[EMISSIVE_LIGHT_...]
NAME=PLATE
COLOR=255, 255, 255, 0.05
OFF_COLOR=0,0,0
CAST_LIGHT=1
LAG = 0.8
CHANNEL = 0

[LIGHT_LICENSEPLATE]
MESHES=EXT_LP_US
OFFSET= 0.01 ,0, -0.08
RANGE=0.17
RANGE_GRADIENT_OFFSET=0.0
SPOT=170
SPOT_SHARPNESS=0.5
COLOR=23,23,29,.61
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9


────────────────────── LIGHTS ────────────────────────
; Lowbeam 
[EMISSIVE_LIGHT_...] 
NAME=lights_a007,lights_a008
COLOR=90,90,100      
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

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

Low Beam + Highbeam
[EMISSIVE_HIGHBEAM_...] 
NAME=headlight001
COLOR=210,210,280, 1
FALLBACK_HEADLIGHTS_COLOR=210,210,280, 0.5
LAG=0.6
SIMULATE_HEATING=0.5







[EMISSIVE_LIGHT_...]  
NAME=lights_a001
COLOR=125,125,150,0.5
OFF_COLOR=125,125,150,0.5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


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

;DRL 
[EMISSIVE_LIGHT_...] 
NAME=
COLOR=50, 2, 0, 2.5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

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

;DRL + BRAKE 
[EMISSIVE_BRAKE_...]
NAME=light_emi_002,Base Weight006,light_emi_003,light_emi_001
COLOR=50, 5, -10,2
FALLBACK_HEADLIGHTS_COLOR = 50,10,0,0.3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

;EMERGENCY BRAKE
[EMISSIVE_BRAKE_...] 
NAME=lights_a003
COLOR=110, 10, 10, 15
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 10, 10, 15
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

;EMERGENCY BRAKE
[EMISSIVE_BRAKE_...] 
NAME= 
COLOR=110, 10, 10, 8
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 10, 10, 8
FALLBACK_REVERSE_COLOR = 110, 10, 10, 8
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking


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

; Reverse Lights
[EMISSIVE_REVERSE_...] 
NAME =3DBR; name (one or more) of a mesh to glow
COLOR = 10,10,10,20   ; glowing color if condition is met
FALLBACK_BRAKES_COLOR = 110, 10, 10, 8
LAG = 0.2                   ; 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 ────────────────────────

; Front Left Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...]  
NAME=light_glass002
COLOR=100,35,0,1
FALLBACK_BASE_COLOR=100,110,150,0.5
LOCATION=NONE
LAG = 0.0
NO_FALLBACK_WHILE_BLINKING=1


[SHADER_REPLACEMENT_...]
MESHES=lights_a006
BLEND_MODE=OPAQUE
RESOURCE_0=txDiffuse
RESOURCE_COLOR_0=1

; Left Mid Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=lights_a006
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_0]
RANGE_PREFIX=tl_
RANGE_START_INDEX=0
RANGE_END_INDEX=17
RANGE_DELAY=0.02 	; to compensate for that there are more of them
COLOR=200,30,0,2
LAG=0.5
REPEAT_FREQENCY_HZ=2
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=0

[EMISSIVE_TURNSIGNAL_RIGHT_0]
RANGE_PREFIX=tr_
RANGE_START_INDEX=0
RANGE_END_INDEX=17
RANGE_DELAY=0.02 	; to compensate for that there are more of them
COLOR=200,30,0,2
LAG=0.5
REPEAT_FREQENCY_HZ=2
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=0

; Front Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=Base Weight005
COLOR=100,35,0,1
FALLBACK_BASE_COLOR=100,110,150,0.5
LOCATION=NONE
LAG = 0.0
NO_FALLBACK_WHILE_BLINKING=1

; Mid Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=lights_a005
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

; Rear Right Turnsignal 
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=
COLOR=100,30,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
────────────────────── OUTSIDE EMISSIVE FX ────────────────────────
[EXTRA_F1X_EMISSIVE_...]
MESHES = light_emi_001,light_emi_003,Base Weight006,light_emi_002
RANGE = 0.018
COLOR = 0.5
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 8
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS =0
NORMAL_SHIFT = -0.0

[EXTRA_FX_EMISSIVE_...]
MESHES = tr_?,tl_?
RANGE = 0.05
COLOR = 0.1
DIRECTED = 0
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[EXTRA_FX_EMISSIVE_...]
MESHES = lights_a007
RANGE = 0.03
COLOR = 0.05
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
SPLIT_ELEMENTS = 1



[EXTRA_FX_EMISSIVE_...]
MESHES = light_glass002,Base Weight005
RANGE = 0.023
COLOR = 0.01
DIRECTED = 0
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE =8
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS =0
NORMAL_SHIFT = 0.0

[EXTRA_FX_EMISSIVE_...]
MESHES = 3DBR
RANGE = 0.01
COLOR = 0.01
DIRECTED =1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE =2
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS =0
NORMAL_SHIFT = 0.0


[EXTRA_FX_EMISSIVE_...]
MESHES = dash_001
RANGE = 0.16
COLOR =1
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0

[EXTRA_FX_EMISSIVE_...]
MESHES =12312312355,69
RANGE = 0.1
COLOR =0.2
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0


[INCLUDE: common/materials_interior.ini]

; License Plate Shader

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_LP_US
PROP_0 = ksSpecular, 0.05


; 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

[Material_MetalOld_v2]
Materials =EXT_TITANIUM
DetailScale = 0
ColorSource=DIFFUSE
Metalness=0.95
Brightness=.1
[INCLUDE: common/selflighting.ini]


[SelfLight_Headlights]
BOUND_TO = headlight001
POSITION = , 0.594, 1.9
SPOT = 120
RANGE = 0.07
RANGE_GRADIENT_OFFSET = 0.5
COLOR = 10, 10, 10, 111.2
DIRECTION = 0.1, -0.9, 1
MIRROR =0.751
AMBIENT_INFLUENCE = 1



[SelfLight_Headlights]
BOUND_TO = lights_a003
POSITION = 0.0, 1.19, -1.19
DIFFUSE_CONCENTRATION=1
SPOT = 180
RANGE = 0.1
RANGE_GRADIENT_OFFSET = 0.5
COLOR = 50, 0, 0, 11.2
DIRECTION = 0.1, -0.5, -1
MIRROR =0
FADE_AT = 200
FADE_SMOOTH = 200
AMBIENT_INFLUENCE = 1


────────────────────── REFRACTION ────────────────────────
[REFRACTING_HEADLIGHT_0]
SURFACE =
INSIDE = 
INSIDE_BULBS=
OVERLAY = 
SYNC_EMISSIVE_AUTO=1
────────────────────── INTERIOR LIGHTS ────────────────────────

[EMISSIVE_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD = 38
NAME=TEMP00
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD = 40
NAME=TEMP01
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD = 50
NAME=TEMP02
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD = 60
NAME=TEMP03
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD = 70
NAME=TEMP04
COLOR=3,3,3,5


[EMISSIVE_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD = 80
NAME=TEMP05
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD = 85
NAME=TEMP06
COLOR=3,3,3,5


[EMISSIVE_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD = 90
NAME=TEMP07
COLOR=3,3,3,5


[EMISSIVE_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD = 100
NAME=TEMP08
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD = 110
NAME=TEMP09
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD =100
NAME=FUEL_11
COLOR=3,3,3,5


[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD =70
NAME=FUEL_10
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD =65
NAME=FUEL_09
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD =60
NAME=FUEL_08
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD =55
NAME=FUEL_07
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD =50
NAME=FUEL_06
COLOR=3,3,3,5


[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD = 40
NAME=FUEL_05
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD = 30
NAME=FUEL_4
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD = 20
NAME=FUEL_3
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD = 10
NAME=FUEL_2
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD =7
NAME=FUEL_1
COLOR=3,3,3,5

[EMISSIVE_...]
INPUT=FUEL
INPUT_THRESHOLD = 3
NAME=FUEL_0
COLOR=3,0,0,5




[EXTRA_FX_EMISSIVE_...]
MESHES =dash_gts_alpha_001
RANGE = 0.15
COLOR =1,1,1,3l
DIRECTED = 1
INTERIOR_ONLY =1
EXTERIOR_ONLY =0
SPLIT_ELEMENTS =1
EMISSIVE_TWEAK=0


; Cluster Light
[EMISSIVE_LIGHT_...] 
NAME=dash_gts_alpha_001
COLOR=3,3,3
OFF_COLOR=1,1,1,2
LAG=0.8
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=1
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_...] 
INPUT=LIGHT
NAME=material:int_light_alpha_paint1
COLOR=10
OFF_COLOR=10
LAG=0
TOGGLE_VISIBILITY=1
LOCATION=INTERIOR


[EMISSIVE_LIGHT_...] 
NAME=dash_001,dash_002,digitalgaugecapture001
COLOR=1
OFF_COLOR=2
LAG=0.2
SIMULATE_HEATING=1
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=1
DISABLE_WITH_EMISSIVE_LIGHT = 1


; Interior Decal Lights
[EMISSIVE_LIGHT_...] 
NAME=mer_amggt_15_symbols_diff001,mer_amggt_15_symbols_diff002,mer_amggt_15_symbols_diff004,mer_amggt_15_symbols_diff003
COLOR=4,1.5,0,2
OFF_COLOR=4,1.5,0,0.5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

; Arrows Light
[EMISSIVE_LIGHT_...] 
NAME=arrow_1,arrow_0
COLOR=4
OFF_COLOR=2
LAG=0.2
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
────────────────────── INTERIOR EMISSIVE FX ────────────────────────




────────────────────── STERO/GPS ────────────────────────
[Navigator_StyleModernDark]
Meshes = 
@ = Navigator_Size, Resolution = "512, 512", Size = "512, 272", Offset = "0, 120", Scale = 1.5
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

;other navigators
[Navigator_StyleRacing]
[Navigator_StyleSimpleDark]
[Navigator_StyleAndroidAuto]
[Navigator_StyleModernDark]

[Display_AndroidAuto]
Meshes = dash_001
Resolution = 1140,1540
Size =900, 690
Offset = 140, 430
Scale = 1,.75
RearCameraPosition = 0.0056, 0.914, -3
aftermarketComponent=1

[CAR_STEREO_...]
MESHES = 
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 ────────────────────────
; Interior Left Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=69
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=12312312355
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior High Beam
[EMISSIVE_HIGHBEAM_...] 
NAME=11442
COLOR=0,0,10,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Low Beam
[EMISSIVE_LIGHT_...] ; 
NAME=52312
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Hazard
[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1.5
NAME=
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.2
LAG=0.2

; Warning ABS Inaction
[EMISSIVE_ABS_INACTION_0] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.2

; Warning ABS Off
[EMISSIVE_ABS_0] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=0,0,0
OFF_COLOR=10,5.6,-4
LAG=0.2

; Warning Traction Off 1
[EMISSIVE_TRACTIONCONTROL_0] 
NAME=68363
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

;Warning Traction In Action
[EMISSIVE_TRACTIONCONTROL_INACTION_0] 
COLOR=20,4,0.1,3.5
NAME=Warning_Light08
TOGGLE_VISIBILITY = 0
LAG=0.2

; Warning Handbrake
[EMISSIVE_HANDBRAKE_0]
NAME=
TOGGLE_VISIBILITY = 0
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Suspension
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
 
; Warning Engine
[EMISSIVE_...] 
NAME=script_rt_dials_banshee001
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

; Warning Tyre Pressure
[EMISSIVE_...] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

; Warning Fuel
[EMISSIVE_...] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,3.5,0.1,35
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

; Stalled Manual Only
[EMISSIVE_...] 
NAME=
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,0 ,0 , 3.5
LAG=0.3

────────────────────── 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

[!PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT = 1,1,1
TEMPERATURE_MULT =1
SIZE_MULT =  1.0
INTENSITY_MULT =1.00

[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= 0.01 ; flame size
ANTILAG_INTERVAL_MAX=0.03
ANTILAG_INTERVAL_MIN=0.08
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=0.7 ; 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=0.02; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=3500 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=80
FLAT_SHIFT=1 ; 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=0.1 ; flame size
FLAT_SHIFT_PROBABILITY=1.0 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6000
LIMITER=1.0 ; on hitting the limiter
LIMITER_DELAY=0.0 ; delay, in seconds
LIMITER_INTENSITY=0.1 ; flame size
LIMITER_RPM_THRESHOLD=0 ; limiter flames will not shoot below this rpm



[PARTICLES_FX_EXHAUST]         ; how long particles last in the air before disappearing
SPEED = 0.5, 2               ; 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)
TEMPERATURE_LAG = 1             ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100    
LIFE=1,0.25
────────────────────── 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=1.0
ENGINE_INT=1.0
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER = 1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=2
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 = 1
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = 1
SKID_INT = 1

[1AUDIO_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 = (| 0=0 | 7000=7350 |)
ENGINE_INT_RPMS = (| 0=0 | 7000=7350|)

────────────────────── might be useful ────────────────────────
[ANIMATION_...]
INPUT = 
FILE = 
TIME = 1.0
INPUT_AS_PROGRESS = 0
LOOP_WHILE_ACTIVE = 0
LOOP_KEEP_UNTIL_DONE = 1
TICK_TOCK_MODE = 0
AFFECTS_INTERIOR_SHAPE = 0

────────────────────── HIDE ────────────────────────
[EMISSIVE_EXTRA_x_0] 
BIND_TO_EXTRA_x=1
BIND_TO_HEADLIGHTS=0
NAME = 
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.31
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1


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

[XEMISSIVE_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

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

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

[ANALOG_INDICATOR_...]
INPUT=OIL_TEMPERATURE
NAME=
ZERO=5.0
STEP=-0.195

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = 
ZERO=-8.000
MIN_VALUE=0
STEP=0.029
SPEED_LAG = 0.66
INPUT_LAG_UP = 0.75
INPUT_LAG_DOWN = 0.75

[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

[!EXTRA_SWITCHES]
SWITCH_A = Foglight
SWITCH_B = Rear foglight
SWITCH_C = Interior dome light
SWITCH_D = Bat wing air intake

──────────────────────────────────────────────
[DATA] 
DISABLE_LIGHTSINI = 1