///ABOUT///
Config created by Euro, v1.0



///MISC///

[INCLUDE]
INCLUDE=common/conditions.ini, common/materials_track.ini, common/grass_fx.ini

[SHADER_REPLACEMENT_1]
MATERIALS=TREES
LOD_IN=0
LOD_OUT=175

[PARTICLES_FX]
FIREWORKS_POS_1 = -1174.36, 42.94, 443.78
FIREWORKS_POS_2 = 1218.71, -330.75, -357.08

[CREW]
HIDE_IN_TRACK_DAY_MODE=1 
HIDE_IN_SINGLE_PRACTICE_SESSION=1


[Material_DistantEmissive]
Materials= LIGHTS BRIDGES BULBS, LIGHTS BULBS, LIGHTS CITY BULBS
Meshes=  
FloodlightPower = 5.0
FloodlightEXP= 8.0  
DistanceMult_v2 = 0
DotBrightnessCenter_v2 = 5
DotMaxDistance = 4000.0 
DistantGlowHeightMult_v2 = 0.75


///CONDITIONS///

[CONDITION_1]
NAME=BLINK
INPUT=ONE
DELAY=0
FLASHING_FREQUENCY=1.5
FLASHING_SMOOTHNESS=3
FLASHING_SKIP_OFF_STATE=1
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1
FLASHING_LUT=(|0=0|1=1)

[CONDITION_2]
NAME=BLINKFAST
INPUT=ONE
DELAY=0
FLASHING_FREQUENCY=1.5
FLASHING_SMOOTHNESS=3
FLASHING_SKIP_OFF_STATE=1
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1
FLASHING_LUT=(|0=1|1=0)

[CONDITION_3]
NAME=RED  ; 20 seconds on
INPUT=ONE
FLASHING_LUT=(|0=1|0.6666=1|0.6666=0|0.95=0|1=1|)
FLASHING_FREQUENCY=0.0333  ; loop 30 seconds
FLASHING_SKIP_OFF_STATE=1
FLASHING_SKIP_DOWNHILL_STATE=1
FLASHING_SMOOTHNESS=0.5

[CONDITION_4]
NAME=YELLOW  ; 5 seconds on from 15 seconds in
INPUT=ONE
FLASHING_LUT=(|0=0|0.45=0|0.5=1|0.6666=1|0.6666=0|1=0|)
FLASHING_FREQUENCY=0.0333  ; loop 30 seconds
FLASHING_SKIP_OFF_STATE=1
FLASHING_SKIP_DOWNHILL_STATE=1
FLASHING_SMOOTHNESS=0.5

[CONDITION_5]
NAME=GREEN  ; 10 seconds on from 20 seconds in
INPUT=ONE
FLASHING_LUT=(|0=0,0,0|0.5=0|0.6666=0|0.6666=1|0.95=0|1=0|)
FLASHING_FREQUENCY=0.0333  ; loop 30 seconds
FLASHING_SKIP_OFF_STATE=1
FLASHING_SKIP_DOWNHILL_STATE=1
FLASHING_SMOOTHNESS=0.5

[CONDITION_6]
NAME=NIGHT_EARLY
INPUT=TIME
LUT=(|0=0|25200=0|25200=0|63000=0|63000=1|86400=1|)
LAG = 0.97

[CONDITION_7]
NAME=NIGHT_LATE
INPUT=TIME
LUT=(|0=1|25200=1|25200=0|63000=0|63000=0|86400=0|)
LAG = 0.97


///GRASS AND RAIN///

[GRASS_FX]
GRASS_MATERIALS= GRASS, GRASS EXTRA, LAKE EDGE HIGH, GRASS EDGE, ROAD GRASS
GRASS_MESHES= 
ORIGINAL_GRASS_MATERIALS= BUSHES ROADSIDE
ORIGINAL_GRASS_MESHES=
OCCLUDING_MATERIALS= ROAD, DRAINS, BUILDINGS, CURBS EXTRA, ROAD BRIDGES SUPPORT, WALLS, CURBS, SIDEWALKS, POWERLINES, GRAVEL, SIGNS
OCCLUDING_MESHES= 1GRASS75, 1GRASS81, 1GRASS85, 1GRASS90, 1GRASS89, 1GRASS124
TEXTURE = Nanamagari_grass.dds
TEXTURE_GRID = 8, 3


[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE = 6.5
SHAPE_TIDY = 0.2
SHAPE_WIDTH = 1.0
MASK_MAIN_THRESHOLD = 0.5  ; how saturated (with green) should the surface be (not real saturation, could be more than 1)
MASK_RED_THRESHOLD = 0  ; offsets target color from green to yellow and red, if set high enough
MASK_MIN_LUMINANCE = 0  ; minimum luminance to spawn grass on
MASK_MAX_LUMINANCE = 0.4
MASK_BLUR = 1


[GRASS_FX_ADJUSTMENT_1]
MATERIALS = GRASS, GRASS EXTRA, LAKE EDGE HIGH, GRASS EDGE
MAP=A
 

[RAIN_FX]
PUDDLES_MATERIALS = ROAD, DRAINS, SIDEWALKS, ROAD GRAVEL, GRAVEL, ROAD GRASS, ROAD MARKINGS WHITE, ROAD MARKINGS, GUTTERS, ROAD REFLECTORS DIVIDERS, GRAVEL STAIRS, ROAD BRIDGES, STAIRS, CITY PARKING, ROAD EXTRA, PARKING TOP
SOAKING_MATERIALS = ROAD, DRAINS, SIDEWALKS, ROAD GRAVEL, WALLS, GRASS, GRASS EXTRA, GRAVEL, BUILDINGS, CURBS, ROAD GRASS, SIGNS WOOD, ROAD MARKINGS WHITE, ROAD MARKINGS, SIGNS, MIRRORS, REFLECTORS, LAKE EDGE HIGH, REFLECTORS POLES LARGE, FENCING POST, FENCING, GUTTERS, RAILS SMALL, ROAD REFLECTORS, ROAD REFLECTORS DIVIDERS, GRAVEL STAIRS, ROAD BRIDGES, ROAD BRIDGES SUPPORT, STAIRS, CITY PARKING, CURBS EXTRA, ROAD EXTRA, PARKING TOP, GRASS EDGE, RAILS, RAILS IDAS, MIRROR POLES
SMOOTH_MATERIALS = SIGNS, MIRRORS, REFLECTORS, REFLECTORS LARGE, ROAD REFLECTORS
ROUGH_MATERIALS = WALLS, GRASS, GRASS EXTRA, BUSHES, TREES, TREES FLAT, BUILDINGS, SIGNS WOOD, LAKE EDGE HIGH, REFLECTORS LARGE, GRAVEL STAIRS, ROAD BRIDGES SUPPORT, GRASS EDGE


///LIGHTING///

[LIGHTING]
BOUNCED_LIGHT_MULT=1,1,1,1
CAR_LIGHTS_LIT_MULT=1.0
ENABLE_TREES_LIGHTING=1
LIT_MULT=1
SPECULAR_MULT=1

[BOUNCED_LIGHT]
SUPPORTED = 1 
DEPTH_EXPANSION_STEPS= 1  
SURFACE_MATERIALS = CURBS, CURBS EXTRA, GRAVEL, SIDEWALKS, DRAINS, ROAD, ROAD BRIDGES, ROAD EXTRA, CURBS, CURBS EXTRA, ROAD REFLECTORS DIVIDERS, PARKING TOP, ROAD GRAVEL, CITY PARKING, ROAD MARKINGS WHITE, ROAD MARKINGS, GRAVEL STAIRS
OBJECT_MATERIALS = SIGNS, RAILS, RAILS SMALL, RAILS BRIDGES
SPOT_MATERIALS = GRASS, GRASS EXTRA, LAKE EDGE HIGH, BUSHES, BUSHES ROADSIDE, GRASS EDGE

[SMOOTH_NORMALS_1]
MATERIALS = DRAINS, GRASS, GRASS EXTRA, GRAVEL, ROAD, ROAD BRIDGES, ROAD EXTRA, PARKING TOP, ROAD GRAVEL, CITY PARKING, MIRRORS, LIGHTS, LIGHTS BULBS, LIGHTS SIGNAL SMALL BULBS, LIGHTS BRIDGES, LIGHTS BRIDGES BULBS, LIGHTS CITY BULBS, MOUNTAINS, LIGHTS SIGNAL BULBS, CARS
PRECISION = 0.0001
NORMAL_CONTRIBUTION = 0

[MATERIAL_ADJUSTMENT_1]
ACTIVE=1
DESCRIPTION=Reflectors
MATERIALS=REFLECTORS, REFLECTORS LARGE
KEY_0=extBounceBack
VALUE_0=2.5
CONDITION=ALWAYS_ON

[MATERIAL_ADJUSTMENT_2]
ACTIVE=1
DESCRIPTION=Signs and low reflection
MATERIALS=SIGNS
KEY_0=extBounceBack
VALUE_0=0.1
CONDITION=ALWAYS_ON

[MATERIAL_ADJUSTMENT_3]
ACTIVE=1
DESCRIPTION=Road Reflectors
MATERIALS=ROAD REFLECTORS
KEY_0=extBounceBack
VALUE_0=3
CONDITION=ALWAYS_ON


[SHADER_REPLACEMENT_2]
MATERIALS = TREES FLAT, BUSHES, BUSHES ROADSIDE
DOUBLE_FACE_SHADOW_BIASED = 1


[SHADER_REPLACEMENT_3]
MATERIALS = TREES, TREES FLAT, BUSHES ROADSIDE, BUSHES
SHADER = ksTree_ppshadows


[SHADER_REPLACEMENT_4]
TAGS = NEW_WATER
MATERIALS = LAKE, LAKE EDGE LOW
SHADER = smWaterSurface
RESOURCE_0 = txDetailNM
RESOURCE_TEXTURE_0 = water_NM.dds


[Material_Water]
Materials = LAKE, LAKE EDGE LOW
Type = LAKE
UseNormalMapTwice = 1
UseAlphaFromDiffuse = 0
UseRecommendedTextures = 0



///ARCADE STAGE GATE LIGHT SOURCE///

[MATERIAL_ADJUSTMENT_4]
DESCRIPTION=Gate Spotlights
ACTIVE=1
KEY_0 = ksEmissive
VALUE_0 = 253,245,230, 0.01
VALUE_0_OFF = 0,0,0
MATERIALS= START GATE LIGHTS FRONT, MSTART GATE LIGHTS BACK, FINISH GATE LIGHTS FRONT, FINISH GATE LIGHTS BACK, START GATE LIGHTS SPOT LEFT, START GATE LIGHTS SPOT RIGHT, FINISH GATE LIGHTS SPOT LEFT, FINISH GATE LIGHTS SPOT RIGHT, START GATE LIGHTS SIDE, FINISH GATE LIGHTS SIDE
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_5]
DESCRIPTION = CP Blinking Lights
ACTIVE = 1
KEY_0 = ksEmissive
VALUE_0 = 25.3,24.5,23.0, 0.2
VALUE_0_OFF = 0,0,0
MATERIALS = CHECKPOINT 3 LIGHTS OUTER,CHECKPOINT 2 LIGHTS OUTER,CHECKPOINT 1 LIGHTS INNER
CONDITION = BLINK

[MATERIAL_ADJUSTMENT_6]
DESCRIPTION = CP Blinking Lights
ACTIVE = 1
KEY_0 = ksEmissive
VALUE_0 = 25.3,24.5,23.0, 0.2
VALUE_0_OFF = 0,0,0
MATERIALS = CHECKPOINT 3 LIGHTS INNER,CHECKPOINT 2 LIGHTS INNER,CHECKPOINT 1 LIGHTS OUTER
CONDITION = BLINKFAST



///ARCADE STAGE GATE LIGHT CAST///

[LIGHT_SERIES_1]
DESCRIPTION = Start/Finish Gate Lights
ACTIVE = 1
MATERIALS = START GATE LIGHTS FRONT, MSTART GATE LIGHTS BACK, FINISH GATE LIGHTS FRONT, FINISH GATE LIGHTS BACK, START GATE LIGHTS SPOT LEFT, START GATE LIGHTS SPOT RIGHT, FINISH GATE LIGHTS SPOT LEFT, FINISH GATE LIGHTS SPOT RIGHT, START GATE LIGHTS SIDE, FINISH GATE LIGHTS SIDE
COLOR=253,245,230, 0.25
DIFFUSE_CONCENTRATION=1
DIRECTION = 0,1,0
OFFSET = 0,-0.05,0
RANGE = 2
SPOT = 180
SPOT_SHARPNESS = 0.0
RANGE_GRADIENT_OFFSET=0
SINGLE_FREQUENCY=0
CLUSTER_THRESHOLD = 0
FADE_AT = 500
FADE_SMOOTH=200.0
CONDITION = NIGHT_SMOOTH




///STREET LIGHTS///

[LIGHT_SERIES_6]
DESCRIPTION = Street Lamps Bridge
ACTIVE = 1
MATERIALS= LIGHTS BRIDGES BULBS
DIRECTION = 0,-1,0
OFFSET = 0,0,0
RANGE = 35
SPOT = 180
SPOT_SHARPNESS = 0.0
RANGE_GRADIENT_OFFSET = 0   
CLUSTER_THRESHOLD = 0
FADE_AT = 1000
COLOR = 255, 243, 212, 0.065
SINGLE_FREQUENCY = 0.7
SPECULAR_MULT=1.0
DIFFUSE_CONCENTRATION=1
CONDITION = NIGHT_SMOOTH


[MATERIAL_ADJUSTMENT_8]
DESCRIPTION = Street Lamps Bridge
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255, 243, 212, 0.15
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MATERIALS= LIGHTS BRIDGES BULBS
CONDITION = NIGHT_SMOOTH


[LIGHT_SERIES_7]
DESCRIPTION = Street Lamps
ACTIVE = 1
MATERIALS= LIGHTS BULBS
DIRECTION = 0,-1,0
OFFSET = 0,0,0
RANGE = 35
SPOT = 170
SPOT_SHARPNESS = 0.0
RANGE_GRADIENT_OFFSET = 0   
CLUSTER_THRESHOLD = 0
FADE_AT = 1000
COLOR = 255,149,44, 0.065
SINGLE_FREQUENCY = 0.9
SPECULAR_MULT=1.0
DIFFUSE_CONCENTRATION=1
CONDITION = NIGHT_SMOOTH


[MATERIAL_ADJUSTMENT_9]
DESCRIPTION = Street Lamps
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255,149,44, 0.15
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MATERIALS= LIGHTS BULBS
CONDITION = NIGHT_SMOOTH


[LIGHT_SERIES_8]
DESCRIPTION = Street Lamps Town
ACTIVE = 1
MATERIALS= LIGHTS CITY BULBS
DIRECTION = 0,-1,0
OFFSET = 0,0,0
RANGE = 40
SPOT = 170
SPOT_SHARPNESS = 0.0
RANGE_GRADIENT_OFFSET = 0   
CLUSTER_THRESHOLD = 0
FADE_AT = 1000
COLOR = 255, 166, 77, 0.055
SINGLE_FREQUENCY = 0.9
SPECULAR_MULT=1.0
DIFFUSE_CONCENTRATION=1
CONDITION = NIGHT_SMOOTH


[MATERIAL_ADJUSTMENT_10]
DESCRIPTION = Street Lamps Town
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255, 166, 77, 0.15
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MATERIALS= LIGHTS CITY BULBS
CONDITION = NIGHT_SMOOTH



///TRAFFIC LIGHTS///

[MATERIAL_ADJUSTMENT_11]
DESCRIPTION = Traffic Lights Yellow
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255, 200, 3, 2
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MESHES= LightsSignalBulbs01, LightsSignalBulbs04, LightsSignalBulbs07, LightsSignalBulbs10
CONDITION = YELLOW

[MATERIAL_ADJUSTMENT_12]
DESCRIPTION = Traffic Lights Red
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255, 0, 51, 0.15
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MESHES= LightsSignalBulbs00, LightsSignalBulbs03, LightsSignalBulbs09
CONDITION = RED

[MATERIAL_ADJUSTMENT_13]
DESCRIPTION = Traffic Lights Green/Blue
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=0, 179, 255, 2
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MESHES= LightsSignalBulbs02, LightsSignalBulbs11, LightsSignalBulbs05
CONDITION = GREEN

[MATERIAL_ADJUSTMENT_14]
DESCRIPTION = Traffic Lights Green/Blue REVERSE
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=0, 179, 255, 2
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MESHES= LightsSignalBulbs08
CONDITION = RED

[MATERIAL_ADJUSTMENT_15]
DESCRIPTION = Traffic Lights Red REVERSE
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255, 0, 51, 0.15
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MESHES= LightsSignalBulbs06
CONDITION = GREEN


///FLASHERS///

[MATERIAL_ADJUSTMENT_16]
DESCRIPTION = Flasher Up
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255, 200, 3, 2
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MESHES= LightsSignalSmallBulbs01
CONDITION = BLINK

[MATERIAL_ADJUSTMENT_17]
DESCRIPTION = Flasher Down
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255, 200, 3, 2
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MESHES= LightsSignalSmallBulbs00
CONDITION = BLINKFAST

[LIGHT_0]
COLOR=255, 200, 3, 0.5
DIFFUSE_CONCENTRATION=1.000
DIRECTION=-0.822623, -0.170998, 0.542268
FADE_AT=500.0
FADE_SMOOTH=200.0
POSITION=297.868, -68.2602, 677.312
RANGE=0.825
RANGE_GRADIENT_OFFSET=0.000
SINGLE_FREQUENCY=0.7
SPECULAR_MULT=1.00
SPOT=180
SPOT_SHARPNESS=0
CONDITION= BLINK

[LIGHT_1]
COLOR=255, 200, 3, 0.5
DIFFUSE_CONCENTRATION=1.000
DIRECTION=-0.822623, -0.170998, 0.542268
FADE_AT=500.0
FADE_SMOOTH=200.0
POSITION=297.868, -68.7303, 677.312
RANGE=0.825
RANGE_GRADIENT_OFFSET=0.000
SINGLE_FREQUENCY=0.7
SPECULAR_MULT=1.00
SPOT=180
SPOT_SHARPNESS=0
CONDITION= BLINKFAST


///BUILDING LIGHTS///


[MATERIAL_ADJUSTMENT_18]
DESCRIPTION = Early Night Building Lights
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255, 234, 194, 0.015
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MESHES= BuildingsWindows17, BuildingsWindows18, BuildingsWindows14, BuildingsWindows22,BuildingsWindows00, BuildingsWindows21, BuildingsWindows37, BuildingsWindows36, BuildingsWindows51, BuildingsWindows49, BuildingsWindows47, BuildingsWindows80, BuildingsWindows79, BuildingsWindows77,BuildingsWindows59, BuildingsWindows63,BuildingsWindows66, BuildingsWindows67, BuildingsWindows01,BuildingsWindows111, BuildingsWindows110, BuildingsWindows112, BuildingsWindows91, BuildingsWindows92, BuildingsWindows93, BuildingsWindows98,  BuildingsWindows94, BuildingsWindows90, BuildingsWindows101, BuildingsWindows104, BuildingsWindows105, BuildingsWindows122, BuildingsWindows129, BuildingsWindows130, BuildingsWindows136, BuildingsWindows137, BuildingsWindows138, BuildingsWindows125, BuildingsWindows120, BuildingsWindows124, BuildingsWindows153, BuildingsWindows152, BuildingsWindows159, BuildingsWindows175, BuildingsWindows172, BuildingsWindows171, BuildingsWindows180, BuildingsWindows30, BuildingsWindows08, BuildingsWindows09      
CONDITION = NIGHT_EARLY

[MATERIAL_ADJUSTMENT_19]
DESCRIPTION = Late Night Building Lights
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255, 234, 194, 0.015
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MESHES= BuildingsWindows181, BuildingsWindows185, BuildingsWindows04, BuildingsWindows24, BuildingsWindows23, BuildingsWindows35, BuildingsWindows34, BuildingsWindows33, BuildingsWindows54, BuildingsWindows53, BuildingsWindows38, BuildingsWindows41, BuildingsWindows40, BuildingsWindows62, BuildingsWindows61, BuildingsWindows74, BuildingsWindows75, BuildingsWindows68, BuildingsWindows99, BuildingsWindows118, BuildingsWindows127, BuildingsWindows128,  BuildingsWindows141, BuildingsWindows162, BuildingsWindows151, BuildingsWindows150, BuildingsWindows156, BuildingsWindows174, BuildingsWindows173, BuildingsWindows166     
CONDITION = NIGHT_LATE













