[EMISSIVE_LIGHT_...] ; Interios Light
NAME=Object002, Ambientlight2, AmbientLight3, AmbientLight5, AmbientLight4, lowertrimDash
COLOR=0,0,45,3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = StopStanga+DreaptaSticlaExterior, StopStanga+DreaptaSticlaInterior, hl_glassfront

[EMISSIVE_EXTRA_A_1]
NAME=LED_AT, light_projector_centre_SUB1, L Right Bottom, L Right Top, L Outer Top, L Outer Bottom, R Outer Bottom2, R Outer Bottom, R Left Top, R Left Bottom
BIND_TO_EXTRA_A=1
COLOR = 0,1,9, 200
LAG=0
SIMULATE_HEATING=0.0
BLINKING_PATTERN=(|0=0|0.042=0|0.083=1|0.125=0|0.167=0|0.208=0|0.25=1|0.292=0|0.333=0|0.375=0|0.417=1|0.458=0|0.5=0|1=0|)
BLINKING_DURATION=0.85
LOCATION=REAR

[INCLUDE: common/materials_interior.ini]
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_Plastic_v2]
Materials =m3f80_black8.001, INT_Decals_PLASTIC_Std, black_under, m3f80_030303, grillfront, exh
Reflectance = 0.01
Smoothness=0.59
BrightnessAdjustment = 0.1
DetailScale=90

[Material_Plastic_v2]
Materials=plastic2, SUB_1_PLASTIC
Reflectance = 0.5
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.8
DetailNormalBlend = 1.0
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 2
DetailTextureBlur = 1
DetailScale = 0

[INCLUDE: common/materials_interior.ini]

[AUDIO_VOLUME]
ENGINE_EXT = 1
ENGINE_INT = 1
GEAR_EXT = 1.5
GEAR_INT = 1.5
BODYWORK = 1
WIND = 1.0
DIRT = 0.5
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 0.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 0.0
TRACTION_CONTROL_INT = 0.0
TRANSMISSION = 0.0
LIMITER = 0.0
TURBO = 1.1


[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150  ; 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 progress to vibrate around


[INCLUDE: common/navigators.ini]
[Navigator_StyleModernDark]
Meshes = Interior003_001_001
Brightness = 1 
@ = Navigator_Size 
Resolution = 2500,2500
Offset = 1070, 1030 
Size = 450,500
Scale = 0.15 

SmallButtonSize = 32

BTN_ALIGN_ICON = 
BTN_LAYERS_ICON =
BTN_LOCK_ICON =
BTN_PHONE_ICON = 
BTN_PHONE_MESSAGE_ICON = 
BTN_SATELLITE_ICON =
BTN_ZOOM_IN_ICON = 
BTN_ZOOM_OUT_ICON = 
CURRENT_TRACK_ICON = 
TRAVEL_INFO_MESSAGE_ICON =

@ = Navigator_Component, ComponentID = SECTOR_INFO
@ = Navigator_FadingComponent, Down
@ = Navigator_ComponentLayout, Left = 100, Bottom = 0, Right = 100, Height = 64, Align = "0.5, 0.5", Padding = "20, 0", SmallFont
SECTOR_INFO_BG_COLOR = 0, 0, 0, 0
SECTOR_INFO_TEXT_COLOR = $FgColor

@ = Navigator_Component, ComponentID = TRAVEL_INFO
@ = Navigator_ComponentLayout, Left = 0, Bottom = 0, Width = 120, Height = 64, SmallFont
TRAVEL_INFO_TEXT_COLOR = $FgColor
TRAVEL_INFO_FORMAT = "{DistanceLeft}\nETA: {ETA}"

@ = Navigator_Component, ComponentID = CURRENT_TRACK
@ = Navigator_FadingComponent, Up
@ = Navigator_ComponentLayout, 
Left = 0, Right = 0, Top = 0, Height = 100,\
	Padding = "76, 10", ExtraOffset = "52, 0", Align = "0, 0.5", IconCenter = "48, 50%", IconSize = 32, SmallFont
@ = Navigator_ComponentLayout_ExtraLine, LineID = 0, From = "96, 12", To = "96, 88", Thickness = 2, Color = "#FFF, 0.2"
CURRENT_TRACK_FORMAT = "{Track}\n{Album}\n{Artist}"
CURRENT_TRACK_NOALBUM_FORMAT = "{Track}\n{Artist}"
CURRENT_TRACK_NOARTIST_FORMAT = "{Track}"


[INCLUDE: common/custom_emissive.ini]


[CustomEmissiveMulti]
Meshes = cluster_warning
Resolution = 812, 812
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = TURNSIGNAL_LEFT, Start = "62, 434", Size = "84, 104" , Color = "0, 10,0 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "0, 10,0 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "327, 439", Size = "80, 47", Color = "60,30,0",
@ = MultiItem, Role = DashWarningABS, Start = "326, 355", Size = "79, 60", Color = "60,30,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "60,30,0",
@ = MultiItem, Role = HANDBRAKE, Start = "501, 349", Size = "82, 71", Color = "80, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "0, 0, 80",
@ = MultiItem, Role = LIGHT, Start = "677, 360", Size = "85, 45", Color = "0, 80, 0",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "60, 30, 0",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "60, 30, 0",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "680, 438", Size = "66, 63", Color = "60, 30, 0", InputThreshold = 39, InputSelector = MAX , InputSelectorPivot=5 , Lag=0.2 
@ = MultiItem, Role = DashWarningSeatbelt, Start = "161, 346", Size = "65, 76" , Color = "80, 0, 0",
@ = MultiItem, Role = DashWarningAirbag, Start = "240, 346", Size = "81, 80" , Color = "80, 0, 0",
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=11 ,InputInverse=1 , Lag=0.2, Color = "70,5,0", 


[ANIMATION_0]
FILE=hood.ksanim
TIME=3
BIND_TO_EXTRA_B=1
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=1
LOOP_WHILE_ACTIVE=0

[ANIMATION_1]
FILE=windows.ksanim
TIME=2
BIND_TO_EXTRA_C=1

[ANIMATION_2]
FILE=trunk.ksanim
TIME=2
BIND_TO_EXTRA_D=1

[ANIMATION_...]
INPUT = EXTRA_E           ; bind to reverse gear
FILE = courtain.ksanim    ; file name of new animation in “animations” folder
TIME = 1                 ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)


[ANALOG_INDICATOR_...]
INPUT=ENGINE_POWER
NAME=rpm_Display
ZERO=0
STEP=-0.0165
INPUT_LAG_DOWN=0.98

[ANALOG_INDICATOR_...]
INPUT = ENGINE_TORQUE
NAME = torque_inv
ZERO=0.0
STEP=-0.25
INPUT_LAG_DOWN=0.98

[ANALOG_INDICATOR_...]
INPUT=ENGINE_POWER
NAME = hp2
ZERO=0.0
STEP=-0.30
INPUT_LAG_DOWN=0.98

[ANALOG_INDICATOR_...]
INPUT = PERF_METER_DIFF
INPUT_MULT = 0.25
NAME = CSP_B
SCALE_START = -1, 1, 1
SCALE_END = 1
RANGE = 0
SPEED_LAG = 0
LOWER_BOUND = -1
UPPER_BOUND = 1


[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = main_idrive_screen_new ; display mesh
Resolution = 1024,502   ; texture resolution
Size = 1024,502         ; size of the screen area
Offset = 0, 0              ; left top corner of screen area
Scale = 0.7                  ; might need adjusting to get the scale right
RearCameraPosition = 00, 0, 0  ; position of rear view camera


====================CLUSTER LIGHTS====================

[EMISSIVE_...]
NAME=Warning_Engine
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=Warning_st_wheel
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
OFF_COLOR=0
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2

[EMISSIVE_...]
NAME=Warning_Tires_press
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 40
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...]
NAME=Warning_FUEL
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2
warning_fueltri

[EMISSIVE_...]
NAME=warning_fueltri
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=FUEL
INPUT_THRESHOLD = 5
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
INPUT = PERF_METER_DIFF
INPUT_MULT = 0.25
NAME = CSP_B
INPUT_THRESHOLD = 0
COLOR = 0, 4, 0                                       
OFF_COLOR = 4, 0, 0

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

[EMISSIVE_ABS_INACTION_0]
NAME=Warning_ABS
TOGGLE_VISIBILITY = 1
COLOR=4,1.5,0, 30
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=40,20,4,1
NAME=Warning_TC
TOGGLE_VISIBILITY = 1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0]
NAME=Warning_TC_OFF
TOGGLE_VISIBILITY = 1
INPUT_THRESHOLD = 1
INPUT_THRESHOLD_INVERSE = 0
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1]
NAME=
COLOR=1, 1, 1
LAG=0.6
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
TOGGLE_VISIBILITY = 1

[EMISSIVE_TRACTIONCONTROL_2]
NAME=tabletface
COLOR=0.7,0.7,0.7
LAG=0.6
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
TOGGLE_VISIBILITY = 1

[EMISSIVE_TRACTIONCONTROL_3]
NAME=sporttc
TOGGLE_VISIBILITY = 1
COLOR=1,1,1
OFF_COLOR=5,2.5,0
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_4]
NAME=warning_mdm
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
OFF_COLOR=0,0,0
INPUT_THRESHOLD_LOWER_INC = 1
INPUT_THRESHOLD_UPPER = 2
LAG=0.5

[EMISSIVE_TRACTIONCONTROL_5]
NAME=warning_dscsymb_off
TOGGLE_VISIBILITY = 1
COLOR=20,20,20
OFF_COLOR=0
BLINK_REPEAT = 1
BLINK_FREQENCY_HZ = 0.1
INPUT_THRESHOLD_LOWER_INC = 0
INPUT_THRESHOLD_UPPER = 1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_6]
NAME=warning_dscoff
TOGGLE_VISIBILITY = 1
COLOR=20,20,20
OFF_COLOR=0
BLINK_REPEAT = 1
BLINK_FREQENCY_HZ = 0.1
INPUT_THRESHOLD_LOWER_INC = 0
INPUT_THRESHOLD_UPPER = 1
LAG=0.2

[EMISSIVE_HANDBRAKE_0]
NAME=Warning_Handbrake
COLOR=40,4,4,1
LAG=0.0
TOGGLE_VISIBILITY = 0


[EMISSIVE_LIGHT_...]		;gauge back
NAME=gaugecluster_a_002
BIND_TO_HEADLIGHTS=1
COLOR=15,15,15
OFF_COLOR=0,0,0
LAG=0.6
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=polymsh_extracted13
BIND_TO_HEADLIGHTS=1
COLOR=3,3,3
OFF_COLOR=0,0,0
LAG=0.6
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]		;gauge back
NAME=Cylinder5, Cylinder4, Cylinder6, Cylinder3
BIND_TO_HEADLIGHTS=1
COLOR=1,1,1
OFF_COLOR=0,0,0
LAG=0.6
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]		;gauge back
NAME=Cylinder5, Cylinder4, Cylinder6, Cylinder3
BIND_TO_HEADLIGHTS=1
COLOR=1,1,1
OFF_COLOR=0,0,0
LAG=0.6
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0


[EMISSIVE_LIGHT_...]
NAME=GEO_HUD_Back, GEO_HUD_main, black_backings, gaugecluster_a_002, main_idrive_screen_new
OFF_COLOR=2,2,2, 1
LAG=0.2
SIMULATE_HEATING=0.2
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_...]
NAME=polymsh_SUB5,GEO_Cockpit_HR_decals_SUB0, GEO_Paddle_UP_SUB2, GEO_Paddle_DW_SUB2, GEO_Cockpit_HR_SUB17
BIND_TO_HEADLIGHTS=1
COLOR=2,2,2 
OFF_COLOR=0,0,0
LAG=0.6
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=Weissach_Logo_Seat
BIND_TO_HEADLIGHTS=1
COLOR=5,5,5,1
OFF_COLOR=1,1,1
LAG=0.6
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=Warning_light
BIND_TO_HEADLIGHTS=1
COLOR=0,100,0
OFF_COLOR=0,0,0
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME= LOGO
BIND_TO_HEADLIGHTS=1
COLOR=255,1,0, 0.1
OFF_COLOR=0,0,0
LAG=0.6
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[EMISSIVE_LIGHT_...]
NAME=DisplayLaptop, GapplebeesXcekyPlate, CekyPerformance_ECU, GoPro10_104, GoPro10_114
BIND_TO_HEADLIGHTS=1
COLOR=1,1,1 
OFF_COLOR=0,0,0
LAG=0.6
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0


[EMISSIVE_LIGHT_...]
NAME=HUD_RPM_21
OFF_COLOR=2,1.2,0, 2
LAG=0.2
SIMULATE_HEATING=0.2
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=HUD_RPM_22, HUD_RPM_23, HUD_RPM_24, HUD_RPM_25, HUD_RPM_26, HUD_RPM_27, HUD_RPM_28, HUD_RPM_29, HUD_RPM_30
OFF_COLOR=2,0,0, 2
LAG=0.2
SIMULATE_HEATING=0.2
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=HUD_TAG_0, HUD_TAG_1, HUD_TAG_2, HUD_TAG_3, HUD_TAG_4, HUD_TAG_5
OFF_COLOR=2,2,0, 2
LAG=0.2
SIMULATE_HEATING=0.2
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=HUD_TAG_6, HUD_TAG_7
OFF_COLOR=2,0,0, 2
LAG=0.2
SIMULATE_HEATING=0.2
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_...]
NAME=rpm_bar
BIND_TO_HEADLIGHTS=1
COLOR=1,0.7,0
OFF_COLOR=3.5,2.5,0
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=hp_display
COLOR=2, 2, 2.5
OFF_COLOR=0, 0, 0
LAG=0.2
SIMULATE_HEATING=0.3

[EMISSIVE_LIGHT_...]
NAME=redlayer_014, redlayer_016
COLOR=2,2,2
OFF_COLOR=0, 0, 0
LAG=0.2
SIMULATE_HEATING=0.3


[EMISSIVE_LIGHT_...]		;needle backlight
NAME=arrow_light
BIND_TO_HEADLIGHTS=1
COLOR=5,5,5, 1
OFF_COLOR=0,0,0
LAG=0.2
SIMULATE_HEATING=1
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_...]		
NAME=m21, polymsh_extracted13_SUB1, polymsh_extracted13_SUB0, CSP_B, kmhtitle
BIND_TO_HEADLIGHTS=1
COLOR=3,3,3 
OFF_COLOR=0,0,0
LAG=0.4
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0


[EMISSIVE_LIGHT_...]		
NAME= main_idrive_screen
BIND_TO_HEADLIGHTS=1
COLOR=2,2,2
OFF_COLOR=1,1,1
LAG=0.6
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_BRAKE_0]
NAME=taiilight_brake_left, StopStangaInteriorLuminaVeric, taiilight_brake_right, StopDreaptaInteriorLuminaVeric
COLOR=40,2,0.0, 10
FALLBACK_HEADLIGHTS_COLOR=0,0,0, 0
LAG=0.73
SIMULATE_HEATING=1
LOCATION=REAR
CAST_LIGHT=1

[EMISSIVE_BRAKE_1]
NAME=brakelight_m
COLOR=70,2,0.0, 40
FALLBACK_HEADLIGHTS_COLOR=0,0,0, 0
LAG=0.73
SIMULATE_HEATING=1
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0



[Material_InteriorPBR]
Materials = Daylights, Highbeams
Smoothness = 0    ; smoothess before it’s scaled by texture
Metalness = 0       ; metalness before it’s scaled by texture
Reflectance = 0.2  ; reflectance before it’s scaled by texture
OcclusionMap = 0, 0.1
ExtraSharpLocalReflections = 1
UseClearCoat = 1
ClearCoatSmoothness = 1.0    ; smoothness of clear coat
ClearCoatIntensity = 1.0


[Material_PhotoelasticGlass]
Materials = Window
SHADER = smGlass_phel
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 2.3             ; looks better like this
PhotoelasticityMult = 0.08  ; doesn’t look good if too high
ProfileFix = 0.02          ; a bit thicker edge
Refraction = 1
ThicknessMult = .5


[Material_PhotoelasticGlass]
Materials = vehicle_generic_glasswindows2.002
SHADER = smGlass_phel
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 1.5            ; looks better like this
PhotoelasticityMult = 0.08  ; doesn’t look good if too high
ProfileFix = 0.02          ; a bit thicker edge
Refraction = 1
ThicknessMult = 1


[Material_PhotoelasticGlass]
Meshes = GlassClear
SHADER = smGlass_phel
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 2.1              ; looks better like this
PhotoelasticityMult = 0.1  ; doesn’t look good if too high
ProfileFix = 0.05          ; a bit thicker edge
Refraction = 1
ThicknessMult = 0.2


[Material_Chrome]
Materials = chrome_map
Smoothness = 1
Metalness = 0.5
Reflectance = 0
BrightnessAdjustment = 0.08
CubemapReflectionBlur = 0.2
LocalReflectionsSharpness = 1

[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150 ; 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

[WIPERS_TRACE_...]
SURFACE = windscreen
WIPERS = WIPER2, WIPER4

[INCLUDE: common/selflighting.ini]


[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1.2, 1.1, 1.2, 18
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.05, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=230
LOWBEAM_RANGE_MULT=1
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.624442
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0, 0.63, 2.1
RANGE=480
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=129.6
SECOND_SPOT_INTENSITY=0.5
SECOND_SPOT_RANGE=150
SECOND_SPOT_SHARPNESS=0.58
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=65
SPOT_EDGE=0.02088, 0.01992, 0.018
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.0499376, 0.998752, 0


[SelfLight_Headlights]
MIRROR = 0.73
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.68, 1.94
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  object_mat_m3_g80_132
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,19,5
SPECULAR_MULT = 0
RANGE = 0.5	

[SelfLight_Headlights]
MIRROR = 0.73
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.68, 1.94
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,19,3
SPECULAR_MULT = 0
RANGE = 0.5

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0.57, 0.66, 2.1
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  intdi
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =4,4,0,10
SPECULAR_MULT = 0
RANGE = 0.5

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0.76, 0.68, 2.04
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  intdi
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =4,4,0,10
SPECULAR_MULT = 0
RANGE = 0.5	

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0.2, 0.8, 1.9
POSITION = -0.76, 0.68, 2.04
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  intdd
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =4,4,0,10
SPECULAR_MULT = 0
RANGE = 0.5

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0.2, 0.8, 1.9
POSITION = -0.57, 0.66, 2.1
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  intdd
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =4,4,0,10
SPECULAR_MULT = 0
RANGE = 0.5

[SelfLight_Headlights]
MIRROR = 0.57
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.66, 2.1
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  object_mat_m3_g80_124
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,19,6
SPECULAR_MULT = 0
RANGE = 0.5

[SelfLight_Headlights]
MIRROR = 0.57
DIRECTION = 0.2, 0.8, 1.9
POSITION = 0, 0.63, 2.1
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO =  
SPOT_SHARPNESS = 0.6
SPOT = 131
COLOR =14,14,19,3
SPECULAR_MULT = 0
RANGE = 0.5

[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
NAME= Object-203, Object-21, Object-221, Object-170, Object-186
COLOR=30,144,255,0.1
RANGE=0.05

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.99
COLOR = 250,250,10
LAG = 0.9
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_0_L
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.99
COLOR = 250,250,10
LAG = 0.9
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_1
INPUT_LAG_UP = 0.6
INPUT_LAG_DOWN = 0.9898
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_1_L
INPUT_LAG_UP = 0.6
INPUT_LAG_DOWN = 0.9898
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_2
INPUT_LAG_UP = 0.9
INPUT_LAG_DOWN = 0.9895
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_2_L
INPUT_LAG_UP = 0.9
INPUT_LAG_DOWN = 0.9895
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_3
INPUT_LAG_UP = 0.9317
INPUT_LAG_DOWN = 0.989
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_3_L
INPUT_LAG_UP = 0.9317
INPUT_LAG_DOWN = 0.989
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_4
INPUT_LAG_UP = 0.950
INPUT_LAG_DOWN = 0.9885
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_4_L
INPUT_LAG_UP = 0.950
INPUT_LAG_DOWN = 0.9885
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_5
INPUT_LAG_UP = 0.970
INPUT_LAG_DOWN = 0.9875
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_5_L
INPUT_LAG_UP = 0.970
INPUT_LAG_DOWN = 0.9875
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_6
INPUT_LAG_UP = 0.978
INPUT_LAG_DOWN = 0.985
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_6_L
INPUT_LAG_UP = 0.978
INPUT_LAG_DOWN = 0.985
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_7
INPUT_LAG_UP = 0.983
INPUT_LAG_DOWN = 0.983
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_7_L
INPUT_LAG_UP = 0.983
INPUT_LAG_DOWN = 0.983
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_8
INPUT_LAG_UP = 0.985
INPUT_LAG_DOWN = 0.978
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_8_L
INPUT_LAG_UP = 0.985
INPUT_LAG_DOWN = 0.978
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_9
INPUT_LAG_UP = 0.9875
INPUT_LAG_DOWN = 0.970
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_9_L
INPUT_LAG_UP = 0.9875
INPUT_LAG_DOWN = 0.970
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5


[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_10
INPUT_LAG_UP = 0.9885
INPUT_LAG_DOWN = 0.950
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_10_L
INPUT_LAG_UP = 0.9885
INPUT_LAG_DOWN = 0.950
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_11
INPUT_LAG_UP = 0.989
INPUT_LAG_DOWN = 0.9317
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_11_L
INPUT_LAG_UP = 0.989
INPUT_LAG_DOWN = 0.9317
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5


[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_12
INPUT_LAG_UP = 0.9895
INPUT_LAG_DOWN = 0.9
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_12_L
INPUT_LAG_UP = 0.9895
INPUT_LAG_DOWN = 0.9
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5


[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_13
INPUT_LAG_UP = 0.9898
INPUT_LAG_DOWN = 0.6
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_13_L
INPUT_LAG_UP = 0.9898
INPUT_LAG_DOWN = 0.6
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_14
INPUT_LAG_UP = 0.99
INPUT_LAG_DOWN = 0.0
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = rear_lights_14_L
INPUT_LAG_UP = 0.99
INPUT_LAG_DOWN = 0.0
COLOR = 250,250,10
LAG = 0.7
SIMULATE_HEATING = 0.5

[EMISSIVE_...]
INPUT = LIGHT
NAME = Tailight_Left004, Tailight_Left010, Taillight_Right010, Taillight_Right003
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
COLOR = 250,250,10
LAG = 0.1
SIMULATE_HEATING = 0.1

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME= EXT_Emissive_Turnsignal_FR, BlinkerRight, blinker_rearright, signal_rr002,
SIMULATE_HEATING = 2
CAST_LIGHT = 1 
COLOR=70, 30, 0
LAG=0.6
LOCATION=FRONT
RANGE_DELAY=0.030
SMOOTH_IN = 1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME= Warning_R
SIMULATE_HEATING = 2
CAST_LIGHT = 1 
COLOR=0, 70, 0
LAG=0.6
LOCATION=FRONT
RANGE_DELAY=0.030
SMOOTH_IN = 1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME= signal_lr002, blinker_rearleft, BlinkerLeft, EXT_Emissive_Turnsignal_FL
SIMULATE_HEATING = 2
CAST_LIGHT = 1 
COLOR=70, 30, 0
LAG=0.6
LOCATION=FRONT
RANGE_DELAY=0.030
SMOOTH_IN = 1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=Warning_L
SIMULATE_HEATING = 2
CAST_LIGHT = 1 
COLOR=0, 70, 0
LAG=0.6
LOCATION=FRONT
RANGE_DELAY=0.030
SMOOTH_IN = 1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_REVERSE_0]
NAME=tailight_rearlightleft, tailight_rearlightright
COLOR=25, 25, 25, 5
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_HIGHBEAM_...]
NAME= R Outer Bottom, R Outer Bottom2, R Left Top, R Left Bottom, L Right Top, L Right Bottom, L Outer Top, L Outer Bottom 
BOUND_TO= LOW_BEAM
COLOR=480,480,680,3 
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
LOCATION=MIDDLE

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=boot_ok_SUB5
OFFSET=-0.01, 0.01, -0.05
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.3
SPOT=249
SPOT_SHARPNESS=0.4
COLOR=1,1,1.3,2.5
FALLBACK_EMISSIVE=5,5,5,6

; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP


[Material_DigitalScreen]
Materials=mat_m3_g80.018, 09 - Default.001, HUD
MatrixType = IPS           ; valid values: IPS, TN
UseTextureCoordinates = 1  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 480          ; amount of pixels horizontally
ScreenAspectRatio = 0.25   ; aspect ratio, height/width
Emissive = 4               ; screen brightness
FlipXY = 0                 ; rotate display 90°


[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials = lightsfr
[Material_PhotoelasticGlass]
Meshes=object_mat_m3_g80_144


[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials = 
[Material_PhotoelasticGlass]

Meshes=
;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = z_windowlight
ThicknessMult = 2.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=2.0

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = 
ThicknessMult = 2.5
EXTRA_MASK_PASS = 0
EXTRA_MASK_PASS_OPACITY = 1
FilmIOR=2

[INCLUDE: common/materials_interior.ini]
;PBR MATERIALS EXTERIOR
[Material_Carbon]
Materials = carbonext
BrightnessAdjustment = 0.3
ClearCoatF0 = 0.25
DetailScale = 250

[INCLUDE: common/materials_carpaint.ini]
[Material_InteriorPBRDetail]
Meshes=misc_a01
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 20
ApplyTilingFix = 1
BrightnessAdjustment = 0.01
DetailNormalPBRSmoothness = 0.58
DetailNormalPBRSmoothnessGamma = 0.5
Metalness = 0.2
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

[INCLUDE: common/materials_carpaint.ini]
[Material_Metal_v2]
Materials = rim
BrightnessAdjustment = 0.10
DetailScale = 700
Metalness = 0.50
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			ext_rim, EXT_Rim
DetailTexture = 1

[Material_Metal_v2]
Materials = 
BrightnessAdjustment = 0.10
DetailScale = 700
Metalness = 0.50
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			ext_rim, EXT_Rim
DetailTexture = 1

[Material_Metal_v2]
Meshes=
BrightnessAdjustment = 0.10
DetailScale = 0
Metalness = 0.50
Reflectance = 0.20
LocalReflectionsSharpness = 0.9			ext_rim, EXT_Rim
DetailTexture = 1

[Material_Plastic_v2]
Materials = plasticext
BrightnessAdjustment = 0.2
DetailScale = 100


;INTERIOR PBR
[INCLUDE: common/materials_interior.ini]
[Material_Metal_v2]
Materials = chrometrims, chrome_audio, m3f80_mesh_shader.002, Chrome_gridy, intmetal
BrightnessAdjustment = 0.1
DetailScale = 0
Metalness = 0.20
Reflectance = 0.10
LocalReflectionsSharpness = 0.1
DetailTexture = 1
[Material_Velvet]
Materials=dinghyblack
BrightnessAdjustment=0.0
[Material_Carpet]
Materials=carpet
BrightnessAdjustment=0.15
[Material_Leather]
Materials=leather4, seat2, leather3, cubiertaasientos, leatherseat3, cubiertaasientos, leather3, leather1, leatherst, mat_m3_g80.116
BrightnessAdjustment = 0.2
[Material_Plastic]
Materials=mat_m3_g80.006, plasticint
BrightnessAdjustment = 0.20
[Material_Carbon]
Materials=carbon inter, carbon inter vert, carbon inter sym, 
DetailScale = 400
BrightnessAdjustment = 0.30
ClearCoatF0 = 0.15

[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES =
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

[BASIC]
DIESEL_ENGINE = 0 		; or 1



[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=5,5,6,0.2
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.338, 0.95, 0.557
DIRECTION=0,0,-0.9
RANGE=20
RANGE_GRADIENT_OFFSET=-1
SPECULAR_MULT=0
SPOT=160
SPOT_SHARPNESS=0.3


[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=5,5,6,0.
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.0018, 0.899, 0.65
DIRECTION=0,0,-0.9
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=260
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=5,5,6,0.
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.0101, 0.791, 0.6
DIRECTION=0,0,-0.9
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=260
SPOT_SHARPNESS=0.3


[LIGHT_FLAME_0]
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
DISCHARGE_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
[PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT=1.0, 0.2, 0.1, 1.0
INTENSITY_MULT=1
SIZE_MULT=2.15
TEMPERATURE_MULT=2.0
Reflectance = 0.1
[EMISSIVE_LIGHT_...]
NAME = ext_glass_front_face, ext_glass_front_face2   ; name (one or more) of a mesh to glow
COLOR = 1, 1, 1, 300         ; glowing color if condition is met
CAST_LIGHT = 1
FALLBACK_HEADLIGHTS_COLOR = 5, 5, 5         ; glowing color otherwise, default value is 0
LAG = 0.6                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0        ; 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       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
USE_SMOOTH_TRANSITION = 1


[EMISSIVE_LIGHT_...]
NAME = EXT_Glass_Front_Inner, EXT_Glass_Front_Inner2
COLOR = 1, 1, 1, 100         ; glowing color if condition is met
CAST_LIGHT = 1
FALLBACK_HEADLIGHTS_COLOR = 5, 5, 5         ; glowing color otherwise, default value is 0
LAG = 0.6                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0        ; 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       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
USE_SMOOTH_TRANSITION = 1

/////right

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION=-0.703, 0.667, 2.04
SPOT =350
SPOT_SHARPNESS = 0
SPOT_EDGE = 10, 10, 10
SPOT_EDGE_SHARPNESS = 1
RANGE = 0.2
RANGE_GRADIENT_OFFSET = -2
COLOR = 20,20,20, 25
BOUND_TO = Lowbeams
DIRECTION=0, -0.1, 1
MIRROR = 0
FADE_AT = 20
FADE_SMOOTH = 20
AMBIENT_INFLUENCE = 0


/////left

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION=0.692, 0.668, 2.04
SPOT =350
SPOT_SHARPNESS = 0
SPOT_EDGE = 10, 10, 10
SPOT_EDGE_SHARPNESS = 1
RANGE = 0.2
RANGE_GRADIENT_OFFSET = -2
COLOR = 20,20,20, 25
BOUND_TO = Lowbeams
DIRECTION=0, -0.1, 1
MIRROR = 0
FADE_AT = 20
FADE_SMOOTH = 20
AMBIENT_INFLUENCE = 0


[LIGHT_EXTRA_0]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.8,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=-0.666, 0.854, 0.19
DIRECTION=-1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=0
AFFECTS_TRACK=0

[LIGHT_EXTRA_1]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.8,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=-0.671, 0.898, -0.802
DIRECTION=-1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=0
AFFECTS_TRACK=0

[LIGHT_EXTRA_2]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.8,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=0.666, 0.853, 0.217
DIRECTION=1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=0
AFFECTS_TRACK=0

[LIGHT_EXTRA_3]
BIND_TO_HEADLIGHTS=1
COLOR=2,0.8,0.1,4
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=0.672, 0.896, -0.813
DIRECTION=1,-10,-0
RANGE=1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=0
AFFECTS_TRACK=0

[LIGHT_EXTRA_4]
BIND_TO_HEADLIGHTS=1
COLOR=2.3,2.3,2.3,4==
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=75
FADE_SMOOTH=75
MIRROR=0
POSITION=-0.019, 0.997, 0.591
DIRECTION=0,-0.3,-1
RANGE=0.1
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=1
SPOT=100
SPOT_SHARPNESS=0.001
INTERIOR_ONLY=0
AFFECTS_TRACK=0

[SHADER_REPLACEMENT_...]
MESHES = redlayer_016, redlayer_014
BLEND_MODE = ALPHA_TEST 

[Material_PhotoelasticGlass]
Materials = 
Meshes = hl_glassfront
SHADER = smGlass_phel
Refraction = 0
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 2.5              ; looks better like this
PhotoelasticityMult = 0.2  ; doesn’t look good if too high
ProfileFix = 0.05          ; a bit thicker edge
ThicknessMult = 1.5

[Material_PhotoelasticGlass]
Materials = 
Meshes = StopStanga+DreaptaSticlaExterior, StopStanga+DreaptaSticlaInterior
SHADER = smGlass_phel
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 2.5              ; looks better like this
PhotoelasticityMult = 0.08 ; doesn’t look good if too high
ProfileFix = 0.05          ; a bit thicker edge
ThicknessMult = 0.8

[Material_Plastic_v2]
Materials = red2, brakes
Smoothness = 0.7
Reflectance = 0.04
DetailScale = 30
OcclusionMult = 2
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 2
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 0
DetailTextureBlur = 1


[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Solid]
CarPaintMaterial = ?paint?
BrightnessAdjustment = 0.9
FresnelMax = 0.7
FresnelC = 0.065
AmbientSpecular = 0.35
SpecularBase = 0.1, 50