[INCLUDE]
INCLUDE=common

[BASIC]
BOUNDING_SPHERE_RADIUS=3
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
EXTERIOR_RANGE_FROM=1
EXTERIOR_RANGE_TO=1.1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
TURNING_LIGHTS_REPEAT=1
HEADLIGHTS_ARE_HEADLIGHTS=1
IS_LOW_BEAM_AVAILABLE=1

[DATA] 
DISABLE_LIGHTSINI=0

[SMART_MIRROR]
VISIBLE_FIRSTPERSON=RIGHT




[LIGHT_HEADLIGHTS]
COLOR=0.8,0.8,0.45,2
POPUP_ENABLED=1
POSITION=-0.0, 0.55, 2.2        ; position, relative to car, without X component
MIRROR=0.552                  ; and here is X: if non-zero, lights merge with distance
DIRECTION=0,-0.3, 1          ; direction for spotlight
RANGE_FIRSTPERSON=490.0       ; range when car is close to camera
RANGE_CARS_NEARBY=130.0        ; range when car is nearby, to avoid blinding
RANGE_CARS_DISTANT=190.0      ; range when car is far away
RANGE_GRADIENT_OFFSET=0.0     ; increase to move gradient further from the camera
FADE_FROM=7ll40.0               ; when to fade until full deactivation, from
FADE_TO=990.0                 ; when to fade, to
SPOT=99.0                     ; angle of spotlight, in degress
SPOT_SHARPNESS=0.7           ; how sharp should be spotlight
SPOT_EDGE=0.14, 0.14, 0.14    ; at what point of vertical axis (0–1, where 1 is fully vertical), light should stop
                              ; three numbers are for three color channels, for cheap chromatic abberations effectlll
SPOT_EDGE_SHARPNESS=5.0      ; how sharp should be this limitation
SECOND_SPOT=189.0             ; second spotlight, to lit up areas nearby
SECOND_SPOT_SHARPNESS=0.1     ; how sharp second spotlight should be
SECOND_SPOT_SKIP=0.2         ; that’s the cheapest move, but you can make it ignore areas nearby to kind of imitate shadows
SECOND_SPOT_RANGE=25.0        ; range of second spotlight
SECOND_SPOT_INTENSITY=0.9    ; intensity of second spotlight
RELATIVE_TO=HEADLIGHT_L,HEADLIGHT_R

[LIGHT_BRAKES]
COLOR=2, 0, 0, 1
POSITION=0, 0.4, -2.5 
DIRECTION=0, -0.5, -1
MIRROR=0.5
RANGE_FIRSTPERSON=3.0
RANGE_CARS_NEARBY=2.0
RANGE_CARS_DISTANT=7.0
RANGE_GRADIENT_OFFSET=0.5
FADE_FROM=150.0
FADE_TO=180.0
SPOT=150
SPOT_SHARPNESS=0.2
SPOT_EDGE=0.0, 1.0, 1.0
SPOT_EDGE_SHARPNESS=10.0
BRAKELIGHT_LIGHT_MULT=0.2         ; how bright should be brakelight in headlights role
BRAKELIGHT_LIGHT_RANGE_MULT=0.5   ; distance multiplier
BRAKELIGHT_LIGHT_FADE_MULT=0.7    ; how faster it should fade with distance in headlighs role







[EMISSIVE_LIGHT_0]
NAME =toy_altezza_04_lod0_body_head_light___2726_vertices_3074_faces         ; name (one or more) of a mesh to glow
COLOR =30,30,20,0.15            ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.5                  ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION =FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_LIGHT_1]
NAME =toy_altezza_04_cockpit_interior_gauge_emissive___533_vertices_6  ; name (one or more) of a mesh to glow
COLOR =1,0.6,0.4, 1.5          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.6      ; adds heating effect, going through orange tint while turning on and off
LOCATION =FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_LIGHT_2]
NAME=toy_altezza_04_cockpit_interior_badge___163_vertices_87_faces
COLOR=1,0.6,0.4, 0.75
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.3

[EMISSIVE_LIGHT_3]
NAME=toy_altezza_04_cockpit_tach_min_gauge_needle___33_vertices_25_f, toy_altezza_04_cockpit_speed_min_gauge_needle___33_vertices_25_, toy_altezza_04_cockpit_fuel_min_gauge_needle___33_vertices_25_f, toy_altezza_04_cockpit_fuel_min_gauge_needle___33_vertices_25_f, water temp, oi pressure, bat_needle
COLOR=1,0,0, 2.5
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.3

[EMISSIVE_LIGHT_4]
NAME=speeddigi
COLOR=1,0.8,0.4, 3.5
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.3

[EMISSIVE_LIGHT_5]
NAME=toy_altezza_04_lod0_trunk_tail_light_lod0___266_vertices_454_fa
COLOR=200,2,0,3
FALLBACK_HEADLIGHTS_COLOR=200,4,0
LAG=0.7
SIMULATE_HEATING=1
LOCATION=REAR




[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.3
INTERIOR_FAKE_UPPER_SHADOW_FADE=-0.5
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_FAGE=0.5


[LIGHT_EXTRA_0]
BIND_TO_HEADLIGHTS=1
COLOR=210,210,190, 0.1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
AFFECTS_TRACK=1
LAG=0.9
FADE_AT=90
FADE_SMOOTH=20
MIRROR=0.48, 0, 0
POSITION=0.0, 0.8, 2.1
DIRECTION=0.6, -0, 2
RANGE=0.37
RANGE_GRADIENT_OFFSET=0.00
SPECULAR_MULT=0
SPOT=200
SPOT_SHARPNESS=0.8




[EMISSIVE_EXTRA_A_0]
NAME=Torus001
COLOR=0,0,0
OFF_COLOR=100,10,0,1
LAG=0.3



[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=blinker02
COLOR=150,40,0 
LAG=0.8
BLINK_FREQENCY_HZ=1.4  
SIMULATE_HEATING=3
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=Light_Taillight_Signal_L
COLOR=150,40,0 
LAG=0.8
BLINK_FREQENCY_HZ=1.4  
SIMULATE_HEATING=3
LOCATION=FRONT


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME= blinker01
COLOR=150,40,0 
LAG=0.8
BLINK_FREQENCY_HZ=1.4  
SIMULATE_HEATING=3
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=Light_Taillight_Signal_R
COLOR=150,40,0 
LAG=0.8
BLINK_FREQENCY_HZ=1.4  
SIMULATE_HEATING=3
LOCATION=FRONT










[EMISSIVE_HIGHBEAM_0] 
NAME=headlightHB
COLOR=30,30,20,0.35
FALLBACK_LOWBEAM_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[INSTRUMENTS]
SPEED_LIMIT=180

[BOUNCED_INTERIOR_LIGHT]
MULT=1,1,1,2






[EMISSIVE_BRAKE_0]
NAME=Light_Taillight_Brake_1, Light_Taillight_Brake_2
COLOR=200,4,0, 4
FALLBACK_HEADLIGHTS_COLOR=200,6,0
LAG=0.7
SIMULATE_HEATING=1
LOCATION=REAR

[EMISSIVE_BRAKE_1]
NAME=toy_altezza_04_lod0_trunk_tail_light_lod0___266_vertices_454_fa
COLOR=200,4,0, 4
FALLBACK_HEADLIGHTS_COLOR=200,6,0
LAG=0.7
SIMULATE_HEATING=1
LOCATION=REAR




[EMISSIVE_REVERSE_0]
NAME=Light_Taillight_Reverse_1
COLOR = 25, 30, 20, 0.75         ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; 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


[EMISSIVE_REVERSE_1]
NAME=Light_Taillight_Reverse_2
COLOR = 25, 30, 20, 0.75          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; 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




[TYRES_FX]
DIRT_WIDTH_K=1.2

[LIGHT_BRAKEDISCS]
COLOR=0




[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=RearPlate01
OFFSET=0.01, 0.08,0.02
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.3
SPOT=122
SPOT_SHARPNESS=3
COLOR=1,1,1,2
FALLBACK_EMISSIVE=1,1,1,2

LAYOUT=ONE_ON_TOP

; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=ONE_ON_TOP


