[ABOUT]
AUTHOR = Ted Bundy
VERSION = 1.0
DATE_RELEASE = 4/16/2020
NOTES = an edit on Yooper Loop's config for Freedom Factory
 
[LIGHTING]
CAR_LIGHTS_LIT_MULT = 1.0
SPECULAR_MULT = 1.0
LIT_MULT = 1.0
 
[PARTICLES_FX]
FIREWORKS_POS_...= 0, 20, -200
FIREWORKS_POS_...= 300, 20, 0
 
 
[INCLUDE]
INCLUDE = common/conditions.ini, common/materials_track.ini
[Material_Water]
Meshes = 
Mode = OCEAN
 
[CONDITION_0]
NAME = SHARP_SUN_A
INPUT = SUN
LUT = (|0=0|85=0|85=1|180=1)
LAG = 0
 
[CONDITION_1]
NAME = SMOOTH_SUN_A
INPUT = SUN
LUT = (|0=0|85=0|85=1|180=1)
LAG = 0.97
 
[CONDITION_2]
NAME = SHARP_SUN_B
INPUT = SUN
LUT = (|0=0|88=0|88=1|180=1)
LAG = 0
 
[CONDITION_3]
NAME = SMOOTH_SUN_B
INPUT = SUN
LUT = (|0=0|88=0|88=1|180=1)
LAG = 0.97
 
[CONDITION_4]
NAME = NIGHT_SMOOTH
INPUT = TIME
LUT = (|0=1|25200=1|25200=0|64800=0|64800=1|86400=1|)
LAG = 0.97
 
[CONDITION_5]
NAME = SEASON_SUMMER
INPUT = YEAR_PROGRESS
LUT = (|0=1|0.45=0|0.6=0.85|0.7=0|0.75=0|0.8=1|1=1|)
LAG = 0
 
[CONDITION_8]
NAME = SEASON_MUD
INPUT = YEAR_PROGRESS
LUT = (|-1=0|-1=0|0=0|0.1=0|0.2=0.65|0.3=0|0.71=0|0.8=0.7|0.9=0|1=0|)
LAG = 0
 
[MATERIAL_ADJUSTMENT_0]
MATERIALS = Background,Rail01,TarmacDarkAC,TarmacLightAC,Fence001,FLagBnnnnrrz1,LONG_SHEDmat?,Car ?,Van ?,NYPD,Line White,Line Yellow,Apartment ?,Office ?,Carpark,Motel,SS ?,Bench,Hydrant,Mailbox,Manhole,Signs ?,Traffic Light,Trash,Tarmac Old AC,Sidewalk ?,Grass002,LIGHTA,Powerlines,PowerPole,Stop Sign,Cobble001,Cement005,ConeRed,TyreBlack,TyreRed,Crane,Safety car,Material#1032,post,Top_Pole,Barriers,ContreteBlock01,Fence 2,Fence001,Lime,ASH ?,LIME ?,Ash,YorkshireTrees1,base,baseback,sides,top base,BUILDING-1,Carpark,Motel,Material1,BROAD ?
CONDITION = SEASON_SUMMER
KEY_0 = seasonSummer
VALUE_0 = 1.0
OFF_VALUE_0 = 0
KEY_1 = boh
VALUE_1 = 1
OFF_VALUE_1 = 0
ACTIVE = 1
DESCRIPTION = summer non specular
 
[MATERIAL_ADJUSTMENT_7]
MATERIALS = Grass 002,mat?,Power Pole,Background,Lime,ASH ?,LIME ?,Alder_leaves,Alder_trunk,Yorkshite Trees 1,BROAD ?,
CONDITION = SEASON_MUD
KEY_0 = seasonMud
VALUE_0 = 1.0
OFF_VALUE_0 = 0
KEY_1 = boh
VALUE_1 = 1
OFF_VALUE_1 = 0
ACTIVE = 1
DESCRIPTION = mud non specular
 
[INCLUDE: common/materials_track.ini]
[Material_Water]
Materials = 
Mode = OCEAN
 
VALUE_0_OFF = 0, 0, 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = NIGHT_SMOOTH
 
[MATERIAL_ADJUSTMENT_18]
ACTIVE = 1
DESCRIPTION = roadlights
MATERIALS = Bottom_Glass?,Top_Glass?
KEY_0 = ksEmissive
VALUE_0 = 150,150,150,0.3     ; Candle 1900K - orange
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH
 
[LIGHT_SERIES_8]
ACTIVE = 1
DESCRIPTION = roadlights
MATERIALS = Bottom_Glass?,Top_Glass?
OFFSET = 0,10,0
DIRECTION = NORMAL
CLUSTER_THRESHOLD = 10
SPOT = 180
RANGE_GRADIENT_OFFSET = -.5
FADE_AT = 600
FADE_SMOOTH = 30
COLOR = 150,150,150,0.3    ; Candle 1900K - orange
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 1.1
CONDITION = NIGHT_SMOOTH
SPOT_SHARPNESS = 0
RANGE = 100

[MATERIAL_ADJUSTMENT_20]
ACTIVE = 1
DESCRIPTION = roadlights
MATERIALS = Bottom_Glass?,Top_Glass?
KEY_0 = ksEmissive
VALUE_0 = 150,150,150,0.3     ; Candle 1900K - orange
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_9]
ACTIVE = 1
DESCRIPTION = roadlights
MATERIALS = lights
OFFSET = 0,3,0
DIRECTION = NORMAL
CLUSTER_THRESHOLD = 10
SPOT = 100
RANGE_GRADIENT_OFFSET = 0.32
FADE_AT = 600
FADE_SMOOTH = 30
COLOR = 100,75,40,0.4     ; Candle 1900K - orange
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 1.0
CONDITION = NIGHT_SMOOTH
SPOT_SHARPNESS = .1
RANGE = 100

[MATERIAL_ADJUSTMENT_21]
ACTIVE = 1
DESCRIPTION = roadlights
MATERIALS = lights
KEY_0 = ksEmissive
VALUE_0 = 205,147,81,0.3     ; Candle 1900K - orange
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
COLOR = 255, 183, 76, 0.05
VISIBILITY_LEVEL = 2

 
COLOR = 255, 183, 76, 0.05
VISIBILITY_LEVEL = 2
[CONDITION_11]
INPUT = wfx_WET
NAME = WET
LUT = (|-1=0|0=0|1=1|)
 
[BASIC]
SUPPORTS_WIND = 1



 
[GRASS_FX]
GRASS_MESHES = 1GRASS0,GRASS0,1GRASS1,1GRASS2,1GRASS2,?ROAD??,1ROAD8
OCCLUDING_MATERIALS = Tarmac Light,Ripple001,concrete_detail4
MASK_MAIN_THRESHOLD = 1.2 ; higher threshold means grass would spawn more rare, in patches
MASK_RED_THRESHOLD = .15
MASK_MIN_LUMINANCE = 0
MASK_MAX_LUMINANCE = 1
SHAPE_SIZE = 5
SHAPE_TIDY = 1
COLOR_FACTOR = 1
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3
 
 
[GRASS_FX_TEXTURE_GROUP_0]
 ; extra grass converted to sparse tall grass
PIECE_0 = 6, 0
PIECE_0_CHANCE = 1.5
PIECE_0_SIZE_MULT = 1.1,1.3
PIECE_1 = 3, 1, 1, 2
PIECE_1_CHANCE = 1
PIECE_1_SIZE_MULT = 1.0,1.2
PIECE_2 = 8, 1
PIECE_2_CHANCE = 15
PIECE_2_SIZE_MULT = 1.0,1.2

 
[GRASS_FX_TEXTURE_GROUP_1]
 ; extra grass converted to sparse tall grass
PIECE_0 = 6, 0
PIECE_0_CHANCE = 1.5
PIECE_0_SIZE_MULT = 1.1,1.3
PIECE_1 = 3, 1, 1, 2
PIECE_1_CHANCE = 1
PIECE_1_SIZE_MULT = 1.0,1.2
PIECE_2 = 8, 1
PIECE_2_CHANCE = 15
PIECE_2_SIZE_MULT = 1.0,1.2
 




[BASIC]
SUPPORTS_WIND = 1


[RAIN_FX]
PUDDLES_MATERIALS = 700_basic,TarmacDarkAC,Cement004,Sand02AC,Background
SOAKING_MATERIALS = 700_basic,TarmacDarkAC,Cement004,Sand02AC,Background
SMOOTH_MATERIALS = Cement005,Barriers,Bus??,Car??,Van??,mat??,Tents??,MARQUE??,ROADA??,post,GuardRail White
ROUGH_MATERIALS = ,
LINES_MATERIALS = 
LINES_FILTER_MATERIALS = 

; you can use ..._MESHES = counter-part too!

; define edges or points from where rain should drip down...
STREAM_EDGE_... = -42.26, -0.21, -21.81, -1173.6, 39.5, -1750.2  ; x1,y1,z1 , x2,y2,z2
STREAM_POINT_... = -42.26, -0.21, -21.81, 38.48, -1411.69                ; x,y,z

; RELIEF_MATERIALS = '{ dynamic:no & !Bx? }'  ; broken atm
