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

;;;;;;;;; Audio Volume [CAREFULL WITH THIS] ;;;;;;;;; 
[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1

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

[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 1
TURBO = 1.0
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = .7
SKID_INT = .7

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

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

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

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

[EMISSIVE_LIGHT_...] ; Front FogLight - Extra A
NAME=stars
COLOR=0,20,120,2
LAG=0.94

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

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

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

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

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

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

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

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

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

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = Object003,Object002,536

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

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

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

[LIGHT_FLAME_0] ; Flame Brightness
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=1
COLOR=5,1,1,1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=7
RANGE_GRADIENT_OFFSET=0.2
SPOT=238.322
SPOT_SHARPNESS=0.0

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


;;;;;;;;; Exterior Lights / By TGN Modding | Nell ;;;;;;;;; 
[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=bluestripsmayb
COLOR=0,20,140,.3
LAG=0.9
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=alus16,alus18,536
COLOR=80,100,180,.7
LAG=0.9
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0


[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=560
COLOR=80,100,180,1.5
LAG=0.9
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

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

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=steringkailovescock09,interiogujghjhg006,daddyshifterbyprvvyshifterObject005,radio02,interiogujghjhg005,interiogujghjhg007,interiogujghjhg008
COLOR=3,.5,0,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=Object050,Object051
COLOR=3,,0,15
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=Object008,Object009
COLOR=3,.5,0,2
LAG=0.94
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=prvvylighting00,prvvylighting01
COLOR=0,2,9,5
LAG=0.94
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1                             
LINE_FROM=0.0502, 0.669, 0.28
LINE_TO=-0.06502, 0.669, 0.268
BIND_TO_EXTRA_D=1
COLOR=0,2,9,1
DIFFUSE_CONCENTRATION=0.02
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.01
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=0, -1, .90
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1                             
LINE_FROM=-0.707, 0.492, 0.604
LINE_TO=0.707, 0.492, 0.604
BIND_TO_EXTRA_D=1
COLOR=0,2,9,20
DIFFUSE_CONCENTRATION=0.02
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.85
RANGE_GRADIENT_OFFSET=0.01
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=0, -1, .10
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=560
COLOR=500,500,700, 0.2   
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
MIRROR=0.705, 0.0, 0
POSITION=0, 0.6345, 1.6
DIRECTION=.0, 0, 1.0
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=70
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...] ; Ambient Light
BOUND_TO=560
COLOR=500,500,700, 0.2   
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
MIRROR=0.5505, 0.0, 0
POSITION=0, 0.6345, 1.7
DIRECTION=.0, 0, 1.0
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=70
SPOT_SHARPNESS=0.001

[EXTRA_FX_EMISSIVE_...]
MESHES =    prvvylighting01      ; 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 = .008               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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

; Optional distribution settings (can affect performance):
COVERAGE = 18.8             ; 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 = 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 = 0.01         ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES =    prvvylighting00      ; 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 = .0015               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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

; Optional distribution settings (can affect performance):
COVERAGE = 12.8             ; 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 = 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 = 0.01         ; 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

[EXTRA_FX_EMISSIVE_...]
MESHES =  alus16,alus18,lt001,rt002,lt002,rt001,560       ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .001               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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

; Optional distribution settings (can affect performance):
COVERAGE = 6.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0.         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =          ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,1.2,1.52,.005               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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

; Optional distribution settings (can affect performance):
COVERAGE = 3.8             ; 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 = 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 = 0.8         ; 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 = 0.04              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =1,0,0,.002               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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

; Optional distribution settings (can affect performance):
COVERAGE = 13.8             ; 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 = 1000      ; 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 = -0.04        ; 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 =  3      ; 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 = .0015               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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

; Optional distribution settings (can affect performance):
COVERAGE = 16.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 1400      ; 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 = 2         ; 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 = tail4c     ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.07              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .0007               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

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

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

; Optional distribution settings (can affect performance):
COVERAGE = 16.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 1400      ; 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 = 2         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible


[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=3
COLOR=50, 1,0, 2.6 
LAG=0.94
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=tail4c
COLOR=50, 1,0, 4.6 
LAG=0.94
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0



[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=Light002
COLOR=50, 4, 0 , 10
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 4,0, 10 
FALLBACK_HEADLIGHTS_COLOR =50, 6,0, 1.6 
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

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

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

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME =reverse  ; name (one or more) of a mesh to glow
COLOR = 120,110,130,2       ; glowing color if condition is met
LAG = 0.2                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1        ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[LIGHT_LICENSEPLATE] ; License Plate ; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= plate_r
OFFSET=-0.18, 0.07, -0.01
RANGE=.31
RANGE_GRADIENT_OFFSET=0.04
SPOT=120
SPOT_SHARPNESS=0.2
COLOR=2,2,3,25
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1
NAME=radio00
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.1
LAG=0.2

;;;;;;;;; Display Settings [CAREFULL WITH THIS] / By TGN Modding | Nell ;;;;;;;;; 
[Display_AndroidAuto] ; Android Auto [!!ONLY WORKS WITH 1.78PREVIEW+]
Meshes =  android_oto ; display mesh
Resolution = 1010,1610   ; texture resolution
Size = 1000,600         ; size of the screen area
Offset =0, 25              ; left top corner of screen area
Scale = 1.                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -3.15  ; position of rear view camera


; Turn Signals 
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=lt001,rt002
COLOR=100,20,0,5
FALLBACK_HEADLIGHTS_COLOR =80,100,180,.7
LAG=0.9
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=
COLOR=100,20,0,.5
FALLBACK_HEADLIGHTS_COLOR =80,100,180,.707
LAG=0.9
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=lighye002
COLOR=100,20,0,5
LAG=0.85
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=lt
COLOR=100,20,0,5
LAG=0.85
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal
NAME=rt001,lt002
COLOR=100,20,0,5
FALLBACK_HEADLIGHTS_COLOR =80,100,180,.7
LAG=0.9
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front R Turnsignal
NAME=
COLOR=100,20,0,.5
FALLBACK_HEADLIGHTS_COLOR =80,100,180,.707
LAG=0.9
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=lighye001
COLOR=100,20,0,5
LAG=0.85
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=582
COLOR=100,20,0,5
LAG=0.85
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

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

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS =
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.12
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.03
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 120
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = PianoBitches,pianobitch
PROP_... = ksAmbient, 0.0
PROP_... = ksDiffuse, 0.0
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 9999900000
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = intlighting
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.05
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100000
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MESHES = object_mat_m3_g80_156.001
PROP_... = ksAmbient, 0.0
PROP_... = ksDiffuse, 0.0
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.08
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100000
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Plastic
MATERIALS = papiplastic
PROP_... = ksAmbient, 0.12
PROP_... = ksDiffuse, 0.17
PROP_... = ksSpecular, .3
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 220
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = papiplastic
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 220
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = bluedrl
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = Material #40
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = CSR2_InteriorA
PROP_... = ksAmbient, 0.14
PROP_... = ksDiffuse, 0.2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = CSR2_InteriorZone2A
PROP_... = ksEmissive, 18, 0, 0
PROP_... = ksDiffuse, 0.2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MESHES = prvcarbshit05
PROP_... = detailUVMultiplier, 340
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = redleather
PROP_... = ksAmbient, 0.55
PROP_... = ksDiffuse, 0.65
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 150
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = wheelalc
PROP_... = ksAmbient, 0.35
PROP_... = ksDiffuse, 0.45
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1.7
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = perfsteer
PROP_... = ksAmbient, 0.55
PROP_... = ksDiffuse, 0.65
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1.5
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

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

[SHADER_REPLACEMENT_...] ; Rims
MATERIALS = shader_vossen_s17
PROP_... = ksAmbient, 0.02
PROP_... = ksDiffuse, 0.02
PROP_... = ksSpecular, .5
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.071
PROP_... = fresnelEXP, 3.5
PROP_... = fresnelC, 0.18
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 200
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

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

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = IntChrome,alu
PROP_... = ksAmbient, 0.65
PROP_... = ksDiffuse, 0.65
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 200
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = intlighting
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = normalMult, 200
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = diamondchrome,intchromenoao
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.7
PROP_... = useDetail, 1
PROP_... = normalMult, -.97
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[Material_PhotoelasticGlass] ; Headlights
Meshes = Object002
FilmIOR = 1.4
PhotoelasticityMult = 0.015  ; doesn’t look good if too high
ThicknessMult = 1
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.35
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 3.5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.328  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5   ; how many stripes are there
ProfileFix = 0.0


[Material_PhotoelasticGlass] ; Headlights
Meshes = Object003
FilmIOR = 1.4
PhotoelasticityMult = 0.015  ; doesn’t look good if too high
ThicknessMult = .2
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.35
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 3.5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.328  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5   ; how many stripes are there
ProfileFix = 0.0

[CustomEmissiveMulti] ; Emissive Warning Lights
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, 60,0 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "0, 60,0 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "323.1, 422.7", Size = "91.1, 79.9", Color = "60,30,0",
@ = MultiItem, Role = DashWarningABS, Start = "500, 193", Size = "127, 54", Color = "60,30,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "60,30,0",
@ = MultiItem, Role = HANDBRAKE, Start = "670, 184", Size = "123, 68", Color = "80, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "0, 0, 100",
@ = MultiItem, Role = LIGHT, Start = "677, 360", Size = "85, 45", Color = "0, 60, 0",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "60, 12, 0",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "60, 12, 0",
@ = MultiItem, Role = DashWarningTC, Start = "201, 184", Size = "110, 71", Color = "60, 12, 0",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "681, 438", Size = "68, 61", Color = "60, 12, 0", InputThreshold = 32, 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", 



[Material_PhotoelasticGlass] ; Headlights
Materials = frostedglass
FilmIOR = 1.6
PhotoelasticityMult = 0.015  ; doesn’t look good if too high
ThicknessMult = 1.5
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.35
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 3.5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.328  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5   ; how many stripes are there
ProfileFix = 0.0

[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 





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

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

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


[EMISSIVE_...]
NAME=Plane009,digscreeback,
COLOR=1,1,1,7
INPUT=RPM
INPUT_THRESHOLD=400


[EMISSIVE_...]
NAME=Plane008,Plane006
COLOR=1,1,1,13
INPUT=RPM
INPUT_THRESHOLD=400

[EMISSIVE_...]
INPUT=RPM
INPUT_THRESHOLD=400
NAME=digscreeclus,
COLOR=1,1,1,12

Plane006

[EMISSIVE_...]
NAME=rpmglow,speedglw
COLOR=1,1,1,15
INPUT=RPM
INPUT_THRESHOLD=400

[ANIMATION_...]
INPUT=SPEED
INPUT_MIN = 0
INPUT_MAX = 280
FILE =SPDARR.ksanim 
INPUT_LUT = (| 0=0 | 30=0.13  | 60=0.23 | 90=0.33 |120=0.45|150=0.55|180=0.69|210=0.72|240=0.8|280=0.9|)  
INPUT_LAG_UP = 0.3
INPUT_LAG_DOWN = 0.3
INPUT_AS_PROGRESS = 1      ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0 
LOOP_WHILE_ACTIVE=0

[ANIMATION_...]
INPUT=RPM
INPUT_MIN = 0
INPUT_MAX = 7000
FILE =HOHO.ksanim 
INPUT_LUT = (0=0| 1000=0.135 |2000=0.15 |3000=0.30 |4000=0.4|5000=0.7|6000=0.8|7000=1)  
INPUT_LAG_UP = 0
INPUT_LAG_DOWN = 0
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0

[ANIMATION_...]
INPUT = LIGHT             
FILE = hehe1.ksanim     
TIME = 24              
LOOP_WHILE_ACTIVE = 1     
LOOP_KEEP_UNTIL_DONE = 1 

[ANIMATION_...]
INPUT = LIGHT             
FILE = hehe2.ksanim     
TIME = 24           
LOOP_WHILE_ACTIVE = 1     
LOOP_KEEP_UNTIL_DONE = 1 



[ANIMATION_...]
INPUT=RPM
INPUT_MIN = 0
INPUT_MAX = 8000
FILE =RPM_ANIM.ksanim
INPUT_LUT = (0=0| 1000=0.16 |2000=0.32 |3000=0.40 |4000=0.48|5000=0.56|6000=0.72|7000=0.8)  
INPUT_LAG_UP = 0
INPUT_LAG_DOWN = 0
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0

[ANIMATION_...]
INPUT=SPEED
INPUT_MIN = 0
INPUT_MAX = 240
FILE =SPEED_ANIM.ksanim
INPUT_LUT = (| 0=0 | 30=0.2  | 60=0.3 | 90=0.36 |120=0.48|150=0.53|160=0.54|200=0.63|210=0.65|270=0.75|330=.8w1)  
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
INPUT_AS_PROGRESS = 1      ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0



[DI_FUEL_ESTIMATE_DISTANCE_...]
DIGITAL_ITEM = 9
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER =0.005


[EMISSIVE_...]
INPUT=FUEL
MIN_VALUE=5
NAME=fuel_01
COLOR=1,1,1,9

[EMISSIVE_...]
INPUT=FUEL
MIN_VALUE=26
NAME= fuel_02
COLOR=1,1,1,9

[EMISSIVE_...]
INPUT=FUEL
MIN_VALUE=39
NAME= fuel_03
COLOR=1,1,1,9

[EMISSIVE_...]
INPUT=FUEL
MIN_VALUE=50
NAME= fuel_04
COLOR=1,1,1,9


[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=56
NAME=oil_1,
COLOR=1,1,1,3

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=62
NAME=oil_2,
COLOR=1,1,1,3

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=68
NAME=oil_3,
COLOR=1,1,1,3

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=76
NAME=oil_4,
COLOR=1,1,1,3


[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=82
NAME=oil_5,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=90
NAME=oil_6,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=96
NAME=oil_7,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1


[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=102
NAME=oil_8,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=108
NAME=oil_9,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=114
NAME=oil_10,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=120
NAME=oil_11,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=126
NAME=oil_12,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=132
NAME=oil_13,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=138
NAME=oil_14,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=144
NAME=oil_15,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1
[EMISSIVE_...]
INPUT=OIL_TEMPERATURE
INPUT_THRESHOLD=150
NAME=oil_16,
COLOR=1,1,1,3
TOGGLE_VISIBILITY=1


[SHADER_REPLACEMENT_...]
MATERIALS = tail2ao
KEY_0 = extBounceBack
KEY_1 = extColoredReflection
KEY_2 = extColoredBaseReflection
VALUE_0 = 1
VALUE_1 = 1
VALUE_3 = 1 




[EMISSIVE_...]
INPUT=RPM
INPUT_THRESHOLD=400
NAME=android_oto
COLOR=1,1,1.2,10

[EMISSIVE_...]
INPUT=RPM
INPUT_THRESHOLD=400
NAME=Object887,tag_hud_rpm_0,tag_hud_rpm_1,tag_hud_rpm_2,tag_hud_rpm_3,tag_hud_rpm_4,tag_hud_rpm_5,tag_hud_rpm_6,tag_hud_rpm_7,tag_hud_rpm_8,tag_hud_rpm_9,tag_hud_rpm_10,tag_hud_rpm_11,tag_hud_rpm_12
COLOR=1,1,1.2,14



[Material_Glass] ; Windows
Materials = dashmultilayer
FilmIOR = 1.0
ExtraLightsAdjustment = .2
BrightnessAdjustment = .1
Refraction = 1
Desaturate = 00
ThicknessMult = 1.5

[SHADER_REPLACEMENT_...]
MATERIALS = PianoBitches,plasticao,alu,blackleather,ExtBody,ExtBody2,diamondchrome,pianobitch,carbon
CULL_MODE = DOUBLESIDED

[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 

[WIPERS_TRACE_...]
SURFACE = 544
WIPERS = wipers,wipers001,wiper

[ANIMATED_WIPER_...]
MESHES = wipers,wipers001,wiper
UNDERLYING_SURFACE = 544
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = wipers,wipers001,wiper
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = wipers, wipers001, wiper
UNDERLYING_SURFACE = 544
GROUP_0 = 'wipers@A=*'
GROUP_0_ANGLE_TO = 88.199997
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 = -0.630565, 0.982326, 0.666070
GROUP_0_PIVOT = 0.065807, 0.902239, 0.911936
GROUP_0_RUBBER_FROM = -0.087179, 0.928521, 0.823242
GROUP_0_RUBBER_OFFSET_AMOUNT = 0.012009
GROUP_0_RUBBER_OFFSET_POS = 0.474692
GROUP_0_RUBBER_TO = -0.642884, 0.983239, 0.649688
GROUP_1 = 'wipers001@A=*'
GROUP_1_ANGLE_TO = 78.099998
GROUP_1_AXIS = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_1_END = -0.124591, 0.986463, 0.743264
GROUP_1_PIVOT = 0.610803, 0.901600, 0.807897
GROUP_2 = 'wiper@A=*'
GROUP_2_ANGLE_TO = -181.500000
GROUP_2_AXIS = 0.000000, 0.707107, -0.707107
GROUP_2_AXIS_OFFSET_0 = 0.000000, 0.707107, -0.707107
GROUP_2_AXIS_OFFSET_1 = 0.000000, 0.707107, -0.707107
GROUP_2_END = -0.343775, 1.065040, -2.353300
GROUP_2_PIVOT = -0.005063, 1.061001, -2.386276
GROUP_2_BASE_AXIS = 0.000000, 0.707107, -0.707107
GROUP_2_BASE_PIVOT = -0.005063, 1.061001, -2.386276

