[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]

;;;;;;;;; Audio Volume [CAREFULL WITH THIS] ;;;;;;;;; 
[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=2
ENGINE_INT=2
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=.1
TURBO=1
WIND=1

[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0
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 = 1.0
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = .7
SKID_INT = .7

;;;;;;;;; Data Replacement ;;;;;;;;; 
[DATA] 
DISABLE_LIGHTSINI = 1

[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1

[PARTICLES_FX]
BODYSPARKS_AMOUNT=0.25
BODYSPARKS_INTENSITY=0.2
BODYSPARKS_LIFETIME=0.4
BODY_SPARKS_COLOR=1, 0.5, 0, 10
COLLIDER_0SPARKS_AMOUNT=0.25
COLLIDER_0SPARKS_INTENSITY=0.2
COLLIDER_0SPARKS_LIFETIME=0.4
COLLIDER_0_SPARKS_COLOR=1, 0.5, 0, 10
DRAG_MULT=2
INTERIOR_BOUNDS_CHECK=1
INTERIOR_BOUNDS_HEIGHT=0.644874
LIFT_MULT=0.1
SPARKS_AMOUNT_MULT=2
SPARKS_COOLDOWN_LAG=0.96
SPARKS_DEPTH_EXP=4
SPARKS_MAX_DEPTH=0.0025
SPARKS_OVERLOAD_LAG=0.7
TRACES_LIGHTS_POS=0.655593, 0.825127, -2.15187

[INSTRUMENTS]
FUEL_SPLASH_MULT=0
HAZARDS_G_THRESHOLD=1.2
SPEED_FIX=1
SPEED_LAG=0.92
SPEED_LIMIT=
;;;;;;;;; Exterior PBR Shaders / By TGN Modding | Nell ;;;;;;;;; 
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[REFLECTIONS_FX]
ALLOW_INTERIOR_SSAO=0
ALLOW_INTERIOR_SSGI=0
AUTOFIX=1
MASK_CUBEMAP_ENABLED=1
MASK_CUBEMAP_OFFSET=0, -0.1, 0.2
MASK_CUBEMAP_TWEAK=0.5

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=0
SHAKING=0

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[STATUS_EXHAUST]
TEMPERATURE_BOOST=400
TEMPERATURE_IDLE=400
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_RPM=100

[STATUS_OIL]
PRESSURE_BASE=1
PRESSURE_LAG_DOWN=0.9985
PRESSURE_LAG_UP=0.998
PRESSURE_STEP=0.7
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_MULT=1
TEMPERATURE_OFFSET=0
TEMPERATURE_RPM_FACTOR=0.03

[BRAKEDISC_FX]
ACTIVE = 1   
REFRESH = 1          ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0         ; use ceramic look
CARVED = 30              ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.5   ; 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
DEBUG = 0
DISC_INTERNAL_RADIUS = 0.110
DISC_RADIUS = 0.200
ALPHA_MASK = 0.012, 0.07
LUMINOCITY_MASK = 0.08 0.3
WEAR_FORCE = 0.6
;GLOW_FORCE = 0.0

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = misc_d,light_rear_glass,glass_light_f,chassis_glass_int

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

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend
MESHES = prvvyheadlights02,prvvyheadlights18,prvvyheadlights15
IS_TRANSPARENT = 0

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW] ; Exhaust Glow
MESHES = exh
COLOR = 25, 3, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 50
INPUT_MAX = 60
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[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

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=40 ; flame size
ANTILAG_INTERVAL_MAX=9000
ANTILAG_INTERVAL_MIN=2000
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DI3CHARGE_CHARGE_TIME=0.001 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=3.1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=5; flame size
DISCHARGE_RPM_THRESHOLD_MAX=9000 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=5 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=80 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=5 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=8500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=5 ; flame size
LIMITER_RPM_THRESHOLD=2000 ; limiter flames will not shoot below this rpm


;;;;;;;;; Exterior Lights / By TGN Modding | Nell ;;;;;;;;; 
[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=bluestripsmayb
COLOR=0,20,140,.3
LAG=0.94
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=prvvyheadlights18
COLOR=80,100,180,.4
LAG=0.94
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=dtr_light_glass
COLOR=80,100,120,.7
LAG=0.94
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=prvvyheadlights05
COLOR=80,100,180,.3
LAG=0.94
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0


[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=headlight_l,headlight_r
COLOR=80,100,120,1.5
LAG=0.94
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=prvvydoor_dside_r008,Object9089,Object9090,prvvychassis012,door_dside_f_SUB016,door_dside_f_SUB018,Object9085,Object9086,Object9088,Object9087
COLOR=.5,1.5,8,10
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=gauges_dashscreen,gauges_main_lit,Object001,chassis_SUB27,door_lf_SUB4,door_rf_SUB3,steeringwheel.001_SUB3
COLOR=3,3,3,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=headliner001
COLOR=9,.1,0,13
LAG=0.94
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=intlighting,intlighting001,intlighting002,intlighting003,intlighting004,tahook_SUB1,speedo_SUB1
COLOR=9,.1,0,3
LAG=0.94
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EXTRA_FX_EMISSIVE_...]
MESHES =  intlighting,intlighting001,intlighting002,intlighting003,intlighting004  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.04             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .05              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 16.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = .0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =  gauges_main_lit  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.08              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .05              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 16.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = .0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =  tahook_SUB1,speedo_SUB1  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.02              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .005              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 16.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = .0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =  headlight_l,headlight_r  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.09              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .002              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 16.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = .0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =  dtr_light_glass  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .005              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 16.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = .0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =  misc_c.007,light_rear_glass_red8       ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .001               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 16.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =          ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=misc_c.007,light_rear_glass_red
COLOR=50, 1,0, 3. 
LAG=0.94
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=brakelight_l,brakelight_r
COLOR=50, 1,0, 5
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 1,0, 5
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=Object055
COLOR=50, 4, 0 , 10
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 4,0, 10 
FALLBACK_HEADLIGHTS_COLOR =50, 6,0, 5 
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=brakee00,brakee01,brake
COLOR=50, 2, 0 , 5
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 2,0, 5 
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME =reversinglight,misc_c_light_reversing_low ; name (one or more) of a mesh to glow
COLOR = 120,120,130,1       ; glowing color if condition is met
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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[LIGHT_LICENSEPLATE] ; License Plate ; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= plate_r
OFFSET=-0.18, 0.05, 0.02
RANGE=.31
RANGE_GRADIENT_OFFSET=0.04
SPOT=120
SPOT_SHARPNESS=0.2
COLOR=2,2,3,25
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

;;;;;;;;; Display Settings [CAREFULL WITH THIS] / By TGN Modding | Nell ;;;;;;;;; 
[Display_AndroidAuto] ; Android Auto [!!ONLY WORKS WITH 1.78PREVIEW+]
Meshes =  Object001 ; display mesh
Resolution = 1000,640   ; texture resolution
Size = 1000,600         ; size of the screen area
Offset =10, 10              ; left top corner of screen area
Scale = .8                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -3.15  ; position of rear view camera


; Turn Signals 

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=lights_ind_l_f
COLOR=100,20,0,5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=mirror_turn_L
COLOR=100,20,0,5
LAG=0.5
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=misc_a.001
COLOR=100,20,0,5
LAG=0.8
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal
NAME=lights_ind_r_f
COLOR=100,20,0,5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=mirror_turn_R
COLOR=100,20,0,5
LAG=0.85
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=Object005
COLOR=100,20,0,5
LAG=0.8
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

;;;;;;;;; [CAREFULL WITH THI] ;;;;;;;;;

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = pianoo
PROP_... = ksAmbient, 0.0
PROP_... = ksDiffuse, 0.0
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.06
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.09
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 9999900000
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = backgrounddashh
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.04
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.09
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 999
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = = m2compyclus
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.02
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.09
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 999
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = = plastic
PROP_... = ksAmbient, 0.0
PROP_... = ksDiffuse, 0.0
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.02
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.09
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 999
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = plass,plasticshittyseats,wheelplast
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, .4
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 320
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = INT_Decals_FLAT_Alfa,hevac3,Material #51
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = INT_Decals
PROP_... = ksAmbient, 0.6
PROP_... = ksDiffuse, 0.6
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MESHES = pedals,Grille3_Geo_lodA
PROP_... = ksAmbient, 0.02
PROP_... = ksDiffuse, 0.02
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = stickerssinterior
PROP_... = ksAmbient, 0.14
PROP_... = ksDiffuse, 0.02
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = aoleather,IntLeather2
PROP_... = ksAmbient, 0.35
PROP_... = ksDiffuse, 0.4
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 80
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1


[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = L_topnmshine
PROP_... = detailNormalBlend, 5.2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = wheelalc
PROP_... = detailUVMultiplier, 5.2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = RT_DriverSuit,RT_Gloves
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.05
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[Material_Glass] ; Windows
Materials = EXT_Glass
FilmIOR = 1.4
ExtraLightsAdjustment = .2
BrightnessAdjustment = .1
Refraction = 1
Desaturate = 00
ThicknessMult = 1.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=20,20,20

[SHADER_REPLACEMENT_...]
MATERIALS = tailsao,taillghtdrls,aoridgetails,tailightdiamond
KEY_0 = extBounceBack
KEY_1 = extColoredReflection
KEY_2 = extColoredBaseReflection
VALUE_0 = 1
VALUE_1 = 1
VALUE_3 = 1

[Material_PhotoelasticGlass] ; Headlights
Materials = glasslights
FilmIOR = 1.25
PhotoelasticityMult = 0.015  ; doesn’t look good if too high
ThicknessMult = 1
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.35
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 3.5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.328  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5   ; how many stripes are there
ProfileFix = 0.0

[LIGHT_HEADLIGHT_0] ; Headlights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=7,7,9,1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0.0, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=190
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.68526
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.5
OFF_MULT=0
OFF_POSITION=0, 0.58216, 1.74877
OFF_RANGE_MULT=0.3
POPUP_ENABLED=1
POPUP_START=0.05
POPUP_END=0.7
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POSITION=0, 0.45, 1.99
RANGE=210
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=1
SPOT=65
SPOT_EDGE=0.0922464, 0.0919776, 0.09144
SPOT_EDGE_SHARPNESS=21.2
SPOT_SHARPNESS=0
SPOT_UP=0.02, 0.999847, 0

[LIGHT_BRAKE_0] ; Brake Cast
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0, 0, 4
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.480602
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_COLOR=1, 0.0478983, 0, 2
OFF_FADE_MULT=0.764696
OFF_MIRROR=0.499414
OFF_MULT=0.1
OFF_POSITION=0, 0.1, -3
OFF_RANGE_MULT=0.831926
POSITION=-0.1, 0.9, -2.3
RANGE=5
RANGE_GRADIENT_OFFSET=0.275
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=160
SPOT_EDGE=0.406, 0.406, 0.406
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.3675

[LIGHT_EXTRA_0_REARLIGHTS] ; taillight sprite to road
BOUND_TO= 3
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
POSITION=-0.1, 0.75, -2.3
MIRROR=0.5
DIRECTION=-0.1, 0, -1
AFFECTS_TRACK=1
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SPECULAR_MULT=3
DIFFUSE_CONCENTRATION=0.88
SPOT=170
SPOT_SHARPNESS=0.1
FADE_AT=450
FADE_SMOOTH=5
RANGE=4
RANGE_GRADIENT_OFFSET=0.25
COLOR=3, 0.25, 0, 0.8

[SHADER_REPLACEMENT_...]
MATERIALS = PianoBitches,glassdash,Engine,plasticao,alu,blackleather,ExtBody,ExtBody2,diamondchrome,pianoo,L_drls,plasticheads,glasslights,L_Lights_Texture,Body_M2
CULL_MODE = DOUBLESIDED


[EMISSIVE_TRACTIONCONTROL_INACTION_0]
NAME=gauges_tcs
COLOR=10,10, 0
TOGGLE_VISIBILITY=1
CAST_LIGHT=0

[EMISSIVE_ENGINE_DAMAGE_0]
NAME=gauges_engine
COLOR=10,10, 0
TOGGLE_VISIBILITY=1
CAST_LIGHT=0

[EMISSIVE_...]
INPUT = BODY_DAMAGE
INPUT_THRESHOLD = 20
INPUT_THRESHOLD_INVERSE = 1
INPUT_DEBUG = 30
NAME=gauges_airbag
COLOR=10,10, 0
TOGGLE_VISIBILITY=1
CAST_LIGHT=0

[EMISSIVE_LIGHT_...]
NAME=gauges_side_lights
COLOR=0,10,0
LAG=0.0
SIMULATE_HEATING=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=1
CAST_LIGHT=0

[EMISSIVE_LIGHT_...]
NAME=gauges_fullbeam
COLOR=0,0,10
LAG=0.0
SIMULATE_HEATING=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=1
CAST_LIGHT=0

[EMISSIVE_LIGHT_...]
NAME=gauges_fog_light
COLOR=0,10,0
LAG=0.0
SIMULATE_HEATING=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=1
CAST_LIGHT=0


[EMISSIVE_OPENDOORS_0]
NAME=gauges_seatbelt
COLOR=10,0, 0
TOGGLE_VISIBILITY=1
CAST_LIGHT=0

[EMISSIVE_...]
INPUT = BRAKE
NAME=gauges_brake
COLOR=10,0, 0
LAG=0.0
SIMULATE_HEATING=0.0
TOGGLE_VISIBILITY=1
CAST_LIGHT=0



[EMISSIVE_HANDBRAKE_0]
NAME=gauges_handbrake
COLOR=10,10, 0
TOGGLE_VISIBILITY=1
CAST_LIGHT=0

[EMISSIVE_HANDBRAKE_1]
NAME=gauges_parking
COLOR=10,0, 0
TOGGLE_VISIBILITY=1
CAST_LIGHT=0





[EMISSIVE_TRACTIONCONTROL_0]
NAME=gauges_tcs_off
OFF_COLOR=10,10, 0
COLOR=0,0,0
TOGGLE_VISIBILITY=1
CAST_LIGHT=0

[WIPERS_TRACE_...]
SURFACE = windscreen_ext, windscreen_int
WIPERS = wipers_left, wipers_right

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=gauges_ind_left
COLOR=0, 10, 0
LAG=0.0
SIMULATE_HEATING=0.0
TOGGLE_VISIBILITY=1
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=gauges_ind_right
COLOR=0, 10, 0
LAG=0.0
SIMULATE_HEATING=1.0
LOCATION=NONE
TOGGLE_VISIBILITY=1
CAST_LIGHT=0