;---------------------///Paint///---------------------

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = body,rim
CarPaintVersionAware = 2
DisableDev = 1


[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

[Material_CarPaint_Metallic]
FresnelMax = 0.9
FresnelC = 0.1
BrightnessAdjustment = 0.75
AmbientSpecular = 0.4
AmbientSpecularEXP = 1.0
SpecularBase  = 0.3, 50
SpecularColor = 0.8
SpecularMult = 0.58
ClearCoatThickness = 0.12
PROP_23=extClearCoatThickness, 0.134
NormalsMode = BASIC

;---------------------///Audio///---------------------

[AUDIO_VOLUME]
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 = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1.0
TURBO = 1.0
SKID_EXT = 0.8
SKID_INT = 0.8

[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 = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 0.95
TURBO = 0.9
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0

[AUDIO_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 | 9100=9600 |)
ENGINE_INT_RPMS = (| 0=0 | 9100=9600 |)

[EMISSIVE_HIGHBEAM_0]
NAME = flhb  ; name (one or more) of a mesh to glow
COLOR = 550, 550, 550          ; 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 = FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1 

[EMISSIVE_LIGHT_0]
NAME =frontlights11
COLOR =25, 0, 0,5        ; glowing color if condition is met
OFF_COLOR = 25, 0, 0,5; 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 = FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1 

[EMISSIVE_LIGHT_1]
NAME =Object804.010,Object804
COLOR =25,16,0       ; glowing color if condition is met
OFF_COLOR = 25,16,0; 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 = FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1 



[EMISSIVE_...]
INPUT = G_FORCE
INPUT_SELECTOR = 2
INPUT_THRESHOLD = -0.5
INPUT_THRESHOLD_INVERSE = 1
NAME = fd_light.001
COLOR = 5655,0,80 160


[EMISSIVE_...]
INPUT = G_FORCE
INPUT_SELECTOR = 2
INPUT_THRESHOLD = -0.4
INPUT_THRESHOLD_INVERSE = 1
NAME = fd_light.002
COLOR = 5655,0,80 160

[EMISSIVE_...]
INPUT = G_FORCE
INPUT_SELECTOR = 2
INPUT_THRESHOLD = -0.3
INPUT_THRESHOLD_INVERSE = 1
NAME = fd_light.003
COLOR = 5655,0,80 160

[EMISSIVE_...]
INPUT = G_FORCE
INPUT_SELECTOR = 2
INPUT_THRESHOLD = -0.2
INPUT_THRESHOLD_INVERSE = 1
NAME = fd_light.004
COLOR = 5655,0,80 160

[EMISSIVE_...]
INPUT = G_FORCE
INPUT_SELECTOR = 2
INPUT_THRESHOLD = -0.1
INPUT_THRESHOLD_INVERSE = 1
NAME = fd_light.005
COLOR = 5655,0,80 160

[EMISSIVE_...]
INPUT = GAS
INPUT_SELECTOR = 1
INPUT_THRESHOLD = 0.8
INPUT_THRESHOLD_INVERSE = 0
NAME = fd_light.010
COLOR = 0,305,0 60

[EMISSIVE_...]
INPUT = GAS
INPUT_SELECTOR = 2
INPUT_THRESHOLD = 0.6
INPUT_THRESHOLD_INVERSE = 0
NAME = fd_light.009
COLOR = 0,305,0 60

[EMISSIVE_...]
INPUT = GAS
INPUT_SELECTOR = 2
INPUT_THRESHOLD = 0.4
INPUT_THRESHOLD_INVERSE = 0
NAME = fd_light.008
COLOR = 0,305,0 60

[EMISSIVE_...]
INPUT = GAS
INPUT_SELECTOR = 2
INPUT_THRESHOLD = 0.2
INPUT_THRESHOLD_INVERSE = 0
NAME = fd_light.007
COLOR = 0,305,0 60

[EMISSIVE_...]
INPUT = GAS
INPUT_SELECTOR = 2
INPUT_THRESHOLD = 0.01
INPUT_THRESHOLD_INVERSE = 0
NAME = fd_light.006
COLOR = 0,305,0 60

[EMISSIVE_...]
INPUT = G_FORCE
INPUT_SELECTOR = 2
INPUT_THRESHOLD = 0.94
INPUT_THRESHOLD_INVERSE = 1
NAME = fd_light.011
COLOR = 0,0,230 80


