[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]


[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




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

[SHAKING_EXHAUST_0]
MESHES = 
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.075, 0.15, 0.1

[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

[ANALOG_INDICATOR_1]
INPUT=LAP_TIME
NAME=ARROW_SPEED001
ZERO = 0
START=0
UPPER_BOUND=60 
RANGE=360

[ANALOG_INDICATOR_2]
INPUT=LAP_TIME
NAME=ARROW_SPEED002
ZERO = 0
START=0
UPPER_BOUND=60 
RANGE=360

[INSTRUMENTS]
FUEL_SPLASH_MULT=0
HAZARDS_G_THRESHOLD=1.2
SPEED_FIX=1
SPEED_LAG=0.92
SPEED_LIMIT=

[INSTRUMENTS]
RPM_VINTAGE =1 ; set to 1 to enable the whole thing
RPM_VINTAGE_ROUND_TO = 0 ; to what RPMs needle should snap
RPM_VINTAGE_DELAY = 0.0 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.80 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 0 ; set to some

;;;;;;;;; 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

[SHAKING_EXHAUST_0]
MESHES = wt_3189_i1_n0_c1_m1_p0,wt_3164_i1_n0_c1_m1_p0
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.075, 0.15, 0.1

[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 = 0.25   ; 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 = Light_Glass, frontight_Glass

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

[Material_Glass] ; Red Taillights Glass
Materials = Light_Glass
FilmIOR = 1.4
ExtraLightsAdjustment = 0.15
BrightnessAdjustment = 0.49
Refraction = 1
Desaturate = 0
ThicknessMult = 2
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=60,0,0

[Material_Glass] ; Windows
Materials = Windows_Glass
FilmIOR = 3.1
ExtraLightsAdjustment = .2
BrightnessAdjustment = .1
Refraction = 1
Desaturate = 00
ThicknessMult = 0.9
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=20,20,20

[Material_Glass] ; Windows
Materials = 
FilmIOR = 1.2
ExtraLightsAdjustment = .02
BrightnessAdjustment = .1
Refraction = 1
Desaturate = 0
ThicknessMult = 1.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=20,20,20

[Material_PhotoelasticGlass] ; Headlights
Materials = frontight_Glass
FilmIOR = 1.6
PhotoelasticityMult = 0.515  ; doesn’t look good if too high
ThicknessMult = 1.0
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.25
; 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 = 1.5   ; how many stripes are there
ProfileFix = 0.0

[WIPERS] ; Wiper Shake 
WIND_THRESHOLDS_KMH = 120, 350 ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1 ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1 ; multiplier for frequency
WIND_OFFSET = 0.03 ; base animation 

[ANIMATED_WIPER_0]
DEBUG = 0
MESHES = WipersL
UNDERLYING_SURFACE = Window_Geo_lodA002
GROUP_0 = 'WipersL@A=*'
GROUP_0_ANGLE_TO = 79.000000
GROUP_0_AXIS = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_0_END = -0.208614, 1.120411, 0.881515
GROUP_0_PIVOT = 0.594622, 1.010388, 0.939187
GROUP_0_RUBBER_FROM = 0.346458, 1.109013, 0.875077
GROUP_0_RUBBER_OFFSET_AMOUNT = 0.01
GROUP_0_RUBBER_OFFSET_POS = 0.315000
GROUP_0_RUBBER_TO = -0.205517, 1.116438, 0.885655
GROUP_0_TWIST_FROM = 0.288000
GROUP_0_TWIST_TO = 0.950000
GROUP_0_TRACE_0 = 0.346458, 1.109013, 0.875077
GROUP_0_TRACE_0_END = -0.205517, 1.116438, 0.885655
GROUP_0_TRACE_0_OFFSET_AMOUNT = 0.000000
GROUP_0_TRACE_0_OFFSET_POS = 0.315000
GROUP_0_TRACE_0_PARENT = TURNING

[MESH_ADJUSTMENT_0]
MESHES = WipersL
MOVE_TO = modelRoot:y

[ANIMATED_WIPER_1]
DEBUG = 0
MESHES = wiperR, wiperRbottom
UNDERLYING_SURFACE = Window_Geo_lodA002
GROUP_0 = 'wiperR@A=*', 'wiperRbottom@A=*'
GROUP_0_ANGLE_TO = 68.099998
GROUP_0_AXIS = 0.000378, -0.683923, 0.729554
GROUP_0_AXIS_OFFSET_0 = -0.000460, -0.433573, 0.901119
GROUP_0_AXIS_OFFSET_1 = -0.000460, -0.433573, 0.901119
GROUP_0_END = -1.709300, -2.004500, 3.408415
GROUP_0_PIVOT = 0.341500, -2.686200, 3.250615
GROUP_0_RUBBER_FROM = -0.634766, -2.382931, 3.395027
GROUP_0_RUBBER_OFFSET_AMOUNT = 0.041500
GROUP_0_RUBBER_TO = -1.709534, -2.001244, 3.401772
GROUP_0_BASE_AXIS = 0.000378, -0.683923, 0.729554
GROUP_0_BASE_PIVOT = 0.341500, -2.686200, 3.250615
GROUP_0_TRACE_0 = -0.634766, -2.382931, 3.395027
GROUP_0_TRACE_0_END = -1.709534, -2.001244, 3.401772
GROUP_0_TRACE_0_OFFSET_AMOUNT = 0.041500
GROUP_0_TRACE_0_PARENT = TURNING

[BASIC]
DISABLE_WIPER_KSANIM = 1

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW] ; Exhaust Glow
MESHES = 
COLOR = 136, 8, 8
USE_SMOOTH_TRANSITION = 6
INPUT_MIN = 1
INPUT_MAX = 100
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] ; CSP Flames Configuration
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=15 ; flame size
ANTILAG_INTERVAL_MAX=2.1
ANTILAG_INTERVAL_MIN=0
ANTILAG_TURBO_THRESHOLD=0
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=1.5 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=.5; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=30; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8600 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=3500 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.5 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=50 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=10 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0.2 ; delay, in seconds
LIMITER_INTENSITY=10 ; flame size
LIMITER_RPM_THRESHOLD=8850 ; limiter flames will not shoot below this rpm

;;;;;;;;; Exterior Lights / By TGN Modding | Nell ;;;;;;;;; 
[EMISSIVE_LIGHT_...] ; Lowbeam 0 
NAME=ma
COLOR=120,120,140,.2
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=mama,
COLOR=60,120,10,.2
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=Headleds.001,Headleds
COLOR=80,90,150,.2
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 3 - Leave Blank Unless Used
NAME=sparkito
COLOR=90,90,120,.0099
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5


[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=Headlights02,Headlights
COLOR=80,90,150,2
LAG=0.5
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EXTRA_FX_EMISSIVE_...]
MESHES =  Brake_Lights.002      ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.027             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 50,20,0,.1              ; 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)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; 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 = 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 = 900      ; 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 = 0.0       ; 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 = desirefx.me_081        ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.06             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 80,90,150,.01               ; 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)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; 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 = 3            ; 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 = 100      ; 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 = desirefx.me_068        ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.03             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 80,90,150,.0021               ; 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)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; 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 = 3            ; 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 = 100      ; 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 =          ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.03              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 5.5               ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; 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 = 4           ; 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 = 100      ; 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 = .001      ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES =         ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.035              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 2.5               ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; 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 = 3           ; 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 = 100      ; 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 = .01      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = .003         ; 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 = Object163,Object165         ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.105              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 2.5               ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; 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 = 3           ; 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 = 100      ; 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 = .000001      ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES =           ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.045              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 2.5               ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; 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 = 3           ; 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 = 100      ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES = desirefx.me_097          ; 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 = 1,0,0,.3              ; 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)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; 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 = 3           ; 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 = 100      ; 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 = .08         ; 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 =    signal001,signal       ; 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 = 1,.4,0              ; 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)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; 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 = 3           ; 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 = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES =    wtf      ; 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 = 1,.05,0,2              ; 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)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; 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 = 3           ; 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 = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES =   ARROW_SPEED_002,ARROW_SPEED_003    ; 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 = 1,.05,0,3.5              ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; 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 = 3           ; 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 = 100      ; 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 = -.01         ; 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_...] ; DRL Taillights - Colour MUST MATCH "50,2,-10"
NAME=Brake_Lights.001
COLOR=60, 2,0,.8
LAG=0.3
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL Taillights - Colour MUST MATCH "50,2,-10"
NAME=Brake_Lights.002
COLOR=60, 0 ,0,.4
LAG=0.3
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5



[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=regbmw,Brake_Top
COLOR=50, 2, 0 , 4
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 2,0, 2 
FALLBACK_HEADLIGHTS_COLOR =0
INPUT = BRAKE
INPUT_THRESHOLD = 0.65
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 5.5 ; sets frequency for blinking


[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME =reverse  ; name (one or more) of a mesh to glow
COLOR = 220,210,230,1       ; 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= 139
OFFSET=-0.13, 0.12, 0.01
RANGE=.59
RANGE_GRADIENT_OFFSET=0.14
SPOT=70
SPOT_SHARPNESS=0.2
COLOR=2,2,3,5
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

; Turn Signals 
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=Front_Left_Signal
COLOR=100,10,0,2
LAG=0.4
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5


[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=
COLOR=100,10,0,5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
FALLBACK_HEADLIGHTS_COLOR =80,100,140,.25

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=mirror_turn_L
COLOR=100,20,0,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=noblink_l
COLOR=100,1,0,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5


[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=
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_...] ; Front Right Turnsignal
NAME=Front_Right_signal_002
COLOR=100,10,0,2
LAG=0.4
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal
NAME=
COLOR=100,10,0,5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
FALLBACK_HEADLIGHTS_COLOR =80,100,140,.25

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=mirror_turn_R
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=noblink_r.001
COLOR=100,1,0,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=
COLOR=100,20,0,.01
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Extra Option Lights - Could Be FogLights
[EMISSIVE_EXTRA_A_0] ; Front FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=
COLOR=120,100,100,.5
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_EXTRA_A_1] ; Rear FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=star
COLOR=0.5,0,3,132.5
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Interior Lights
[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=gps,group007
COLOR=2,2,3,.6
OFF_COLOR=2,2,3,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=ClusterByTGN,GasStuff
COLOR=2,2,3,.6
OFF_COLOR=2,2,3,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=ggh_002
COLOR=2,2,3,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=COCKPIT_HR_SUB09_002
COLOR=2,2,2.3,1.3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=polymsh_SUB5
COLOR=3,1,0,.5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0




[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=tach_min_gauge_emissive,tach_min_gauge_emissive001,tach_min_gauge_emissive002
COLOR=5,0,0,3
OFF_COLOR=5,0,0,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0




[EMISSIVE_LIGHT_...] ; Interior Buttons
NAME=scaml,lghtcml,klimenjerooisik,rghtcaml
COLOR=2,2,2,.7
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0



[EMISSIVE_LIGHT_...]; Interior Buttons
NAME=m2decal,mesh_774
COLOR=2,2,3,1
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0



[EMISSIVE_LIGHT_...] ; Interior Buttons
NAME=ac
COLOR=0,5,1,20
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=SPEED_0,SPEED_1,SPEED_2,SPEED_3,SPEED_4,SPEED_5,SPEED_6,SPEED_7,SPEED_8,SPEED_9,SPEED_10,SPEED_11,SPEED_12,SPEED_13,SPEED_14,SPEED_15,SPEED_16,SPEED_17,SPEED_18,SPEED_19,SPEED_20,SPEED_21,SPEED_22,SPEED_23,SPEED_24,SPEED_25,SPEED_26,SPEED_27,SPEED_28,SPEED_29,SPEED_30,SPEED_31,SPEED_32,RPM_0,RPM_1,RPM_2,RPM_3,RPM_4,RPM_5,RPM_6,RPM_7,RPM_8,RPM_9,RPM_10,RPM_11,RPM_12,RPM_13,RPM_14,RPM_15,RPM_16,RPM_17,RPM_18,RPM_19,RPM_20,RPM_21,RPM_22,RPM_23,RPM_24,RPM_25,RPM_26,RPM_27,RPM_28,RPM_29,RPM_30,RPM_31
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
COLOR=9,0,0,1

;;;;;;;;; Light Casts | Nell ;;;;;;;;; 
[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR = 0.0 ; X Position
DIRECTION = 0, 0,1
POSITION = 0, 0.0, 0.0
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 
SPOT_SHARPNESS =0.0
SPOT = 60
COLOR=130,120,120,2
SPECULAR_MULT = 1
RANGE = 0.4

;;;;;;;;; Animation Config / By TGN Modding | Nell ;;;;;;;;; 
[ANIMATION_...]
FILE=hood.ksanim
TIME= 3.0


[ANIMATION_...]
FILE=hood_anim.ksanim
TIME= 3.0
BIND_TO_EXTRA_C=1





[LIGHT_EXTRA_...] ; Cluster Ambience Test
BIND_TO_EXTRA_C=1
NAME=strobe_01
AMBIENT_INFLUENCE = 0.1
COLOR=122,122,123,20
BLINKING_PATTERN=(|0=0|0.49=0|0.5=1|0.55=0|0.59=0| 0.6=1|0.65=0|0.69=0|0.70=1|0.75=0|0.80=1|0.85=0| 1=0)
BLINKING_DURATION=1	
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.1
FADE_AT=90
FADE_SMOOTH=50
MIRROR=0, 0.0, 0
POSITION=0.188, 0.753, 1.98
DIRECTION=9, 0.5, -1
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.00
SPECULAR_MULT=1.5
SPOT=150
SPOT_SHARPNESS=0.3



[LIGHT_EXTRA_...] ; Cluster Ambience Test
BIND_TO_EXTRA_C=1
NAME=strobe_0
AMBIENT_INFLUENCE = 0.1
COLOR=122,122,123,20
BLINKING_PATTERN=(|0=0|0.05=0|0.1=1|0.15=0|0.19=0|0.2=1|0.25=0|0.29=0| 0.3=1|0.35=0|0.9=0||1=0)
BLINKING_DURATION=1	
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.1
FADE_AT=90
FADE_SMOOTH=50
MIRROR=0, 0.0, 0
POSITION=-0.188, 0.753, 1.98
DIRECTION=-9, 0.5, -1
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.00
SPECULAR_MULT=1.5
SPOT=150
SPOT_SHARPNESS=0.3


;;;;;;;;; Cluster Config / By TGN Modding | Nell ;;;;;;;;; 


[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1
NAME=hz
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.1
LAG=0.2

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Interior Left Turnsignal
NAME=Warning_L
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=INSIDE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME=Warning_R
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=INSIDE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=interior_glow_headlights
COLOR=0,0,10,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=Warning_light
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_ABS_INACTION_0] ; Warning ABS Inaction
NAME=Warning_ABS
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
LAG=0.2

[EMISSIVE_ABS_0] ; Warning ABS Off
NAME=
TOGGLE_VISIBILITY = 1
COLOR=0,0,0
OFF_COLOR=10,5.6,-4
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0] ; Warning Traction Off 1
NAME=Warning_TCCorsa.004,Warning_lane
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1] ; Warning  Off 2
NAME=Warning_TC_OFF,Warning_TCCorsa.004
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2


[EMISSIVE_TRACTIONCONTROL_INACTION_0] Warning Traction In Action
COLOR=20,4,0.1,3.5
NAME=Warning_TC
TOGGLE_VISIBILITY = 1
LAG=0.2

[EMISSIVE_HANDBRAKE_0] ; Warning Handbrake
NAME=Warning_Handbrake.002
TOGGLE_VISIBILITY = 1
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Suspension
NAME=interior_digital_gauge_warning
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
 
[EMISSIVE_...] ; Warning Engine
NAME=Warning_Engine
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Warning Tyre Pressure
NAME=Warning_st_wheel
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2


[EMISSIVE_...] ; Warning Tyre Pressure
NAME=Warning_lane2,Warning_lane.003,Warning_car
TOGGLE_VISIBILITY = 1
COLOR=40,6,0.5,1
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD = 72
INPUT_THRESHOLD_INVERSE = 1

[EMISSIVE_...] ; Warning Fuel
NAME=
TOGGLE_VISIBILITY = 1
COLOR=20,3.5,0.1,35
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Stalled Manual Only
NAME=
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
LAG=0.3

[EMISSIVE_...] ; Stalled Manual Only
NAME=warning_seatbelt, warning_airbag,WARNING_010
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 1
COLOR=5,0 ,0 , 3.5
LAG=0.3

"[ITEM_] ; This Goes Into Your Digital_Instruments.ini
VERSION=2
PARENT=
POSITION=-0.133,0.082,0.035
TYPE=PLACE_HOLDER
SIZE=0.017
COLOR=255,255,255,255
INTENSITY=3
FONT=e92_big
ALIGN=CENTER
UNITS=KML

[ITEM_] ; Odometer Main
PARENT=
TYPE=PLACE_HOLDER
TEXT=05448
POSITION=-0.0078, -0.0365, 0.00
SIZE=0.008
COLOR=300,300,300,300
INTENSITY=3.0
FONT=e92_mid
VERSION=2
ALIGN=LEFT

[ITEM_] ; Odometer Trip
PARENT=
TYPE=PLACE_HOLDER
TEXT=829.8
POSITION=0.000, -0.0365, 0.00
SIZE=0.008
COLOR=300,300,300,300
INTENSITY=3.0
FONT=e92_mid
VERSION=2
ALIGN=RIGHT

[TURBO_BOOST_SERIE_] ; Dynamic Boost Range
PREFIX=
START_INDEX=
END_INDEX=
BOOST_START=-0.0
BOOST_END=1.1

[RPM_SERIE_] ; Digital RPM Gauge
PREFIX=
START_INDEX=0
END_INDEX=25
RPM_START=0
RPM_END=

[LED_] ; RPM Blink LED
OBJECT_NAME=
RPM_SWITCH=6500
EMISSIVE=15,15,0
DIFFUSE=0.3" 

;;;;;;;;; Audio Volume [CAREFULL WITH THIS] / By TGN Modding | Nell ;;;;;;;;; 
[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1

[AUDIO_VOLUME]
BACKFIRE_EXT=2
BACKFIRE_INT=2
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=1
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=5.4
WIND=1

[AUDIO_PITCH]
ENGINE_EXT = 1.00
ENGINE_INT = 1.00
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

;;;;;;;;; Display Settings [CAREFULL WITH THIS] / By TGN Modding | Nell ;;;;;;;;; 
[Display_AndroidAuto] ; Android Auto [!!ONLY WORKS WITH 1.78PREVIEW+]
Meshes =  gps ; display mesh
Resolution = 1000,610   ; texture resolution
Size = 1000,600         ; size of the screen area
Offset = 0, 10              ; left top corner of screen area
Scale = 0.7                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera

;;;;;;;;; Light Casts V2 | Nell ;;;;;;;;; 
[LIGHT_EXTRA_...] ; Cluster Ambience Test
BIND_TO_HEADLIGHTS=1
AMBIENT_INFLUENCE = 0.1
COLOR=2,2,3,20
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
FADE_AT=90
FADE_SMOOTH=50
MIRROR=0, 0.0, 0
POSITION=0.2007, 0.409, 0.4111
DIRECTION=.5, 0.5, -1
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.00
SPECULAR_MULT=1.5
SPOT=150
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_...] ; Cluster Ambience Test
BIND_TO_HEADLIGHTS=1
AMBIENT_INFLUENCE = 0.1
COLOR=2,2,3,20
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
FADE_AT=90
FADE_SMOOTH=50
MIRROR=0, 0.0, 0
POSITION=0.488, 0.409, 0.4111
DIRECTION=-.5, 0.5, -1
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.00
SPECULAR_MULT=1.5
SPOT=150
SPOT_SHARPNESS=0.3

[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.4
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7




[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=0.9, 0.95, 1, 7
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.3, 2
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=0
LOWBEAM_RANGE_MULT=0.2
LOWBEAM_RANGE_ONCOMING_MULT=0.3
MIRROR=0.674
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=, 0.817, 1.95
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=50
SECOND_SPOT_INTENSITY=2.0
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.20
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=55
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.050, 0.99, 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, -2.6
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= desirefx.me_097
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
POSITION=-0.1, 0.75, -2.6
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

# - Turn Signal Light Casts
[LIGHT_TURNSIGNAL_LEFT_...]
AFFECTS_TRACK=1
BOUND_TO=
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.71, 0, 10
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_RANGE_MULT=0.5
POSITION=1, 0.66, 2.0
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_LEFT_...]
AFFECTS_TRACK=1
BOUND_TO=
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.9
DIRECTION=0.0, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=1.3, 0.89, -2.3
POSITION=0.5, 0.49, -2.3
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.8

[LIGHT_TURNSIGNAL_RIGHT_...]
AFFECTS_TRACK=1
BOUND_TO=
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.71, 0, 10
EXTERIOR_ONLY=
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
POSITION=-1.0, 0.66, 2.0
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_...]
AFFECTS_TRACK=1
BOUND_TO=
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.9
DIRECTION=0, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=-1.3, 0.89, -2.3
POSITION=-0.5, 0.49, -2.3
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.8

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=mama
COLOR=500,500,700,65 
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.5
LAG=0.6
FADE_AT=0.0
FADE_SMOOTH=53
POSITION=0.585, 0.824, 1.71
DIRECTION=-0.10, -0.4, 1.0
RANGE=.45
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=90
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=ma
COLOR=500,500,700,65 
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.5
LAG=0.6
FADE_AT=0.0
FADE_SMOOTH=53
POSITION=-0.585, 0.824, 1.71
DIRECTION=-0.10, -0.4, 1.0
RANGE=.45
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=90
SPOT_SHARPNESS=0.001

; -  Shader Replacements
[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = carpetao
PROP_... = ksAmbient, 0.65
PROP_... = ksDiffuse, 0.65
PROP_... = ksSpecular, .0
PROP_... = ksSpecularEXP, 30
PROP_... = fresnelMaxLevel, 0.0
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.00
PROP_... = useDetail, 1
PROP_... = diffuseMult, 6
PROP_... = normalMult, 6
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MESHES = turbine,dt
PROP_... = ksAmbient, 011.15
PROP_... = ksDiffuse, 011.15
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS =RT_Gloves,RT_DriverSuit,SURITE,IMG_Gearshift_Inlay
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = leathertop
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 30
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 40
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = orange
PROP_... = ksAmbient, 1.2
PROP_... = ksDiffuse, 1.2
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 30
PROP_... = ksEmissive, 12,0,0
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 40
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = blue,bars
PROP_... = ksAmbient, 1.2
PROP_... = ksDiffuse, 1.2
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 30
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 40
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = Intleather2
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, .15
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 7
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = IntLeather,leatherseatsbypapi,IntLeather1
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, .15
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 120
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Alcantara
MATERIALS = 
PROP_... = detailNormalBlend, 4
PROP_... = detailUVMultiplier, 20
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Carbon
MATERIALS = steercarb
PROP_... = ksAmbient, 0.50
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 150
PROP_... = detailNormalBlend, .05
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Carbon
MATERIALS = Carbon
PROP_... = ksAmbient, 0.50
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 800
PROP_... = detailNormalBlend, .05
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = TIRES
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.027
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 120
PROP_... = detailNormalBlend, 10
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = intplastic,steerplass,platicshit,Plastic
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, .3
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 120
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = PianoBlack
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, 0.9
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.07
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 120
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Cluster Screen
MATERIALS = devicesdfs_a
PROP_... = ksAmbient, 0.29
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.08
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Buttons
MATERIALS = tail1ao
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = detailUVMultiplier, 40
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = brushed
PROP_... = ksAmbient, 0.01
PROP_... = ksDiffuse, 0.01
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, .3
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100000
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = Pianobitchh
PROP_... = ksAmbient, 0.0
PROP_... = ksDiffuse, 0.0
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.09
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100000
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = EXT_Rim_1,EXT_Rim_3
PROP_... = ksAmbient, 0.01
PROP_... = ksDiffuse, 0.01
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.09
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 300
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome1
MATERIALS = NMChrome,arrowchrono
PROP_... = ksAmbient, 0.015
PROP_... = ksDiffuse, 0.015
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = normalMult, -.4
PROP_... = detailNormalBlend, 10
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome441
MESHES = turbine,dt
PROP_... = ksAmbient, 0.015
PROP_... = ksDiffuse, 0.015
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 0
PROP_... = normalMult, 0
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = blackchromediamond
PROP_... = ksAmbient, 0.00
PROP_... = ksDiffuse, 0.00
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 300
PROP_... = detailNormalBlend, 5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = chromenoao
PROP_... = ksAmbient, 0.06
PROP_... = ksDiffuse, 0.06
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 300
PROP_... = detailNormalBlend, 5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Rims
MATERIALS = 
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelEXP, 3.5
PROP_... = fresnelC, 0.18
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 200
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Rims
MATERIALS = rednoao
PROP_... = ksAmbient, 0.01
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, .5
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.051
PROP_... = fresnelEXP, 2.5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1
PROP_... = detailNormalBlend, 10
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = IntChrome
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 230
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = aluturb
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 27
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MESHES =
CULL_MODE = DOUBLESIDED



[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1                            
LINE_FROM=0.588, 0.87, 0.915
LINE_TO=-0.588, 0.87, 0.915
COLOR=9,1,0,8
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=50
RANGE=01.85
RANGE_GRADIENT_OFFSET=0.01
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=-1, -1, -.25
SELF_LIGHTNING=1
INTERIOR_ONLY = 1