[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]

;;;;;;;;; By TGN Modding ;;;;;;;;; 
; Conversion: TGN Modding / Origin: 
; Ambient Occlusion: TGN Modding | Nell
; Interior Details: TGN Modding | Nell
; Physics: TGN Modding | Nell
; Custom Shaders Patch: TGN Modding | Nell

; Download Link: https://www.facebook.com/groups/tgnmodding
; Patreon: https://www.patreon.com/TGNModding 
; Discord: https://discord.gg/Vam77j5UPu

;;;;;;;;; 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
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1

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

[INSTRUMENTS]
FUEL_SPLASH_MULT=0
HAZARDS_G_THRESHOLD=1.5
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 = 0.11 ; 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

[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 = 75_0 , 40_0 , 39_0 , 76_0 , e60tails04 , e60tails03 , e60tails06 , e60tails07 , e60tails00 , e60tails05 , e60tails08

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

[Material_PhotoelasticGlass] ; Headlights
Materials = glasslgihts
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_Glass] ; Windows
Materials = tints
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

[Material_PhotoelasticGlass] ; Headlights
Materials = glass , detail_glass_clear 
FilmIOR = 2.0
PhotoelasticityMult = 0.15  ; doesn’t look good if too high
ThicknessMult = 1.0
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

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW] ; 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

[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

[EXTRA_FX_EMISSIVE_...]
MESHES =  headyscust13,headyscust09,headyscust08,headyscust02  ; list of meshes
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.08             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .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 = 0        ; 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 = 1             ; 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 = 10             ; 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 = 0.0         ; 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 =  headyscust10,headyscust14,headyscust00,headyscust05  ; list of meshes
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.08             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .001            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 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 = 1             ; 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 = 10             ; 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 = 0.0         ; 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

;;;;;;;;; Exterior Lights / By TGN Modding | Nell ;;;;;;;;; 
[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=headyscust13,headyscust09,headyscust08,headyscust02
COLOR=40,50,90,2
LAG=0.1
SIMULATE_HEATING=1
LOCATION=FRONT
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=
COLOR=40,50,90,2
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=headyscust10,headyscust14,headyscust00,headyscust05
COLOR=40,50,90,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; DRL Taillights - Colour MUST MATCH "50,2,-10"
NAME=e60tails17
COLOR=50, 1, 0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=
COLOR=50, 10,0,10
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_HEADLIGHTS_COLOR =50, 20,0,2

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME = e60tails14,e60tails16 ; 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=-0.14, 0.08, 0.0
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.4
SPOT=80
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


[EXTRA_FX_EMISSIVE_...]
MESHES = e60tails20 , e60tails29 , e60tails32 , e60tails17,e60tails30 ; list of meshes
    ; 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 = .05            ; 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 = 10             ; 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 = 1.5             ; 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 = 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

; Turn Signals 
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=e60tails32
COLOR=100,30,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Mid Right Turnsignal
NAME=e60tails33
COLOR=100,20,0,5
FALLBACK_HEADLIGHTS_COLOR=40,50,90,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=e60tails28
COLOR=100,10,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal
NAME=e60tails30
COLOR=100,30,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=e60tails31
COLOR=100,20,0,5
FALLBACK_HEADLIGHTS_COLOR=40,50,90,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=e60tails26
COLOR=100,10,0
LAG=0.1
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=120,100,120,5
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

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

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

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=Object011,Object010,Object009,Object008
COLOR=20,5,0,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

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

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

;;;;;;;;; Light Casts | Nell ;;;;;;;;; 
[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR = 0.0 ; X Position
DIRECTION = 0, 0,1
POSITION = 0.0, 0.666, 2.12
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 
SPOT_SHARPNESS =0.0
SPOT = 60
COLOR=110,110,120
SPECULAR_MULT = 1
RANGE = 0.4

[EMISSIVE_LIGHT_...] ; Buttons Light
NAME=clushit
COLOR=20,2,0,1.5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

;;;;;;;;; Animation Config / By TGN Modding | Nell ;;;;;;;;; 
[ANIMATION_0]
FILE=car_hood.ksanim
TIME= 2.0
BIND_TO_EXTRA_B=1

;;;;;;;;; Cluster Config / By TGN Modding | Nell ;;;;;;;;; 
[CustomEmissiveMulti] ; Emissive Warning Lights
Meshes = 17_0 , Object017
Resolution = 256, 256
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = LIGHT, Start = "1, 0", Size = "254, 239", Color = "10, 2, 0",

[CustomEmissiveMulti] ; Emissive Warning Lights
Meshes = 11_0
Resolution = 512, 512
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = LIGHT, Start = "336.1, 160.9", Size = "26.7, 73.9", Color = "10, 2, 0",
@ = MultiItem, Role = LIGHT, Start = "408, 150.3", Size = "102, 100", Color = "10, 2, 0",
@ = MultiItem, Role = LIGHT, Start = "149.8, 155.4", Size = "154.7, 92.9", Color = "10, 2, 0",
@ = MultiItem, Role = LIGHT, Start = "-2, 146", Size = "99, 105", Color = "10, 2, 0",
@ = MultiItem, Role = LIGHT, Start = "214, 67", Size = "290, 81", Color = "10, 2, 0",
@ = MultiItem, Role = LIGHT, Start = "5, 101", Size = "199, 31", Color = "10, 2, 0",
@ = MultiItem, Role = LIGHT, Start = "361.6, 163.9", Size = "19.1, 38.7", Color = "0, 20, 0",
@ = MultiItem, Role = LIGHT, Start = "89.7, 81.7", Size = "117.5, 14.4", Color = "0, 20, 0",
@ = MultiItem, Role = LIGHT, Start = "2.1, 80", Size = "20.4, 15.5", Color = "0, 20, 0",
@ = MultiItem, Role = LIGHT, Start = "-4, -1", Size = "184, 78", Color = "10, 2, 0",
@ = MultiItem, Role = LIGHT, Start = "214, 3", Size = "125, 89", Color = "10, 2, 0",
@ = MultiItem, Role = HANDBRAKE, Start = "374.5, -0.7", Size = "30.2, 22.9", Color = "80, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "408.9, 28.5", Size = "29.9, 25", Color = "0, 0, 100",
@ = MultiItem, Role = LIGHT, Start = "340.7, 26.7", Size = "26.4, 21.8", Color = "-10, 10, -10",
@ = MultiItem, Role = ABS_INACTION, Start = "378.3, 25.3", Size = "23.9, 15.8", Color = "60,30,0",
@ = MultiItem, Role = DashWarningTC, Start = "373.1, 41.8", Size = "31.3, 16.2", Color = "10, 3, -50",
@ = MultiItem, Role = LIGHT, Start = "-11, 261", Size = "522, 250", Color = "1, 1, 1.5,3",

[CustomEmissiveMulti] ; Emissive Warning Lights
Meshes = WarningLights
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 = "-10, 10,-10 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "-10, 10,-10 " ,
@ = 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 = "-10, 10, -10",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "10, 3, -50",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "10, 3, -50",
@ = MultiItem, Role = DashWarningTC, Start = "201, 184", Size = "110, 71", Color = "10, 3, -50",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "681, 438", Size = "68, 61", Color = "10, 3, -50", 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", 

[ODOMETER_MAIN]
DIGITAL_ITEM=22
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999
; add zero to add leading zeros

[ODOMETER_TRIP]
DIGITAL_ITEM=21
DIGITAL_ITEM_NUMBER_FORMAT=06.1
UPPER_BOUND=9999

[DI_FUEL_ESTIMATE_DISTANCE_TOTAL_...]
DIGITAL_ITEM = 20
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.01

"[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=1
BACKFIRE_INT=1
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=.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 = auto  ; display mesh
Resolution = 1024, 548   ; texture resolution
Size = 1024, 548           ; size of the screen area
Offset = 5, 5              ; left top corner of screen area
Scale = .8                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera
aftermarketComponent=1

;;;;;;;;; Light Casts V2 | Nell ;;;;;;;;; 
[LIGHT_HEADLIGHT_0] ; Headlights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=9,8,7,0.8
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=0.522
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, 0.663, 2.32
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= led_brakes
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

[LIGHT_EXTRA_...] ; Ambient Light
BIND_TO_HEADLIGHTS=1
COLOR=500,500,600, .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=0.800, 0.0, 0
POSITION=0.0, 0.62, 1.85
DIRECTION=-1.0, -0.5, 1.0
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=70
SPOT_SHARPNESS=0.001

; -  Shader Replacements
[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = Leather
PROP_... = ksAmbient, 0.65
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 30
PROP_... = fresnelMaxLevel, 0.03
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 = Leather2
PROP_... = ksAmbient, 0.45
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, .2
PROP_... = ksSpecularEXP, 30
PROP_... = fresnelMaxLevel, 0.03
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 2
MATERIALS = 
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, .0
PROP_... = ksSpecularEXP, 30
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 80
PROP_... = detailNormalBlend, 2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Alcantara
MATERIALS = Carpet
PROP_... = ksAmbient, 0.75
PROP_... = ksDiffuse, 0.35
PROP_... = ksSpecular, .15
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 20
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Carbon
MATERIALS = Plastic2
PROP_... = ksAmbient, 0.35
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 30
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 150
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Tires
MATERIALS = 
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, .2
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 = Plastic
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 30
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 150
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Cluster Screen
MATERIALS = IntScreens , IntEmissive , IntEmissive2
PROP_... = ksAmbient, 0.49
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.015
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Buttons
MATERIALS = MBadge , BMWBadge
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 0.3
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.6
PROP_... = fresnelEXP, 3.5
PROP_... = fresnelC, 0.02
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 20
PROP_... = detailNormalBlend, 2.5

[SHADER_REPLACEMENT_...] ; Black Chrome
MATERIALS = GlossBlack
PROP_... = ksAmbient, 0.95
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, .9
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 220
PROP_... = detailNormalBlend, .1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = Chrome
PROP_... = ksAmbient, 0.45
PROP_... = ksDiffuse, 0.05
PROP_... = ksSpecular, 0
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.6
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.07
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 200
PROP_... = detailNormalBlend, .1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Rims
MATERIALS = 
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
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, 10
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Taillights
MATERIALS = 
PROP_... = ksAmbient, 0.45
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.6
PROP_... = fresnelEXP, 2.8
PROP_... = fresnelC, 0.0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1

[EXTRA_FX_EMISSIVE_...]
MESHES = 17_0  ; list of meshes
    ; 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 = .02           ; 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 = 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 = 10             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 1 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3.5             ; 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 = 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 = 11_0 , DigitalStuff   ; list of meshes
    ; 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 = .05            ; 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 = 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 = 10             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 1 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 4.5             ; 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 = 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 =  Object011,Object010,Object009,Object008  ; list of meshes
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.01              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .02            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = -1            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 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 = 1             ; 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 = 10             ; 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 = 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

[EMISSIVE_HAZARD_3]
COLOR=40,4,4,1
NAME=hazards
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.1
LAG=0.2

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Interior Left Turnsignal
NAME=Warninglightsbro
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=Warninglightsbro006
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=Warninglightsbro011
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=Warninglightsbro009
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_1] ; Warning ABS Inaction
NAME=Warninglightsbro008
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
LAG=0.2

[EMISSIVE_...]
NAME=warning_wheel_damage
TOGGLE_VISIBILITY = 1
COLOR=60,12,0.2,1
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2

[EMISSIVE_...]
NAME=warning_engine
TOGGLE_VISIBILITY = 1
COLOR=60,12,0.2,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=Warninglightsbro015
TOGGLE_VISIBILITY = 1
COLOR=60,12,0.2,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 35
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...]
NAME=warning_fuel
TOGGLE_VISIBILITY = 1
COLOR=60,20,0.1,1
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.4

[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=Warninglightsbro001
TOGGLE_VISIBILITY = 1
COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0]
NAME=Warninglightsbro012
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1]
NAME=Warninglightsbro003
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_2]
NAME=warning_traction_control_off2
TOGGLE_VISIBILITY = 1
COLOR=0
COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=60,12,0.2,1
NAME=Warninglightsbro013
TOGGLE_VISIBILITY = 1
LAG=0.2

[EMISSIVE_HANDBRAKE_0]
NAME=Warninglightsbro002
TOGGLE_VISIBILITY = 1
COLOR=60,2,0.2,1
LAG=0.2

[EMISSIVE_...]
NAME=Warninglightsbro010, Warninglightsbro005
TOGGLE_VISIBILITY = 1
COLOR=60,0,0,1
INPUT=STALLED
LAG=0.2

[EMISSIVE_...]
NAME=Warninglightsbro016, Warninglightsbro017,Warninglightsbro007
TOGGLE_VISIBILITY = 1
COLOR=60,12,0,1
INPUT=STALLED
LAG=0.2

[EMISSIVE_...]
NAME=Warninglightsbro004
TOGGLE_VISIBILITY = 1
COLOR=60,12,0.2,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 800
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=warning_oil
TOGGLE_VISIBILITY = 1
COLOR=60,0,0,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 910
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=Warninglightsbro014
TOGGLE_VISIBILITY = 1
COLOR=60,12,0,1
INPUT=STALLED
LAG=0.2

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

[ANIMATED_WIPER_...]
MESHES = wiper,wiper001
UNDERLYING_SURFACE = ExtWindows
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = wiper,wiper001
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = wiper, wiper001
UNDERLYING_SURFACE = ExtWindows
GROUP_0 = 'wiper@A=*'
GROUP_0_ANGLE_TO = 102.400002
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 = -0.626218, 0.999148, 1.264313
GROUP_0_PIVOT = 0.195510, 0.939270, 1.203033
GROUP_0_SCALE_LUT = '(|0.000=1.000|0.996=0.898|1.011=0.833|)'
GROUP_0_BASE_AXIS = 0.000000, 0.707107, 0.707107
GROUP_0_BASE_PIVOT = 0.195510, 0.939270, 1.203033
GROUP_1 = 'wiper001@A=*'
GROUP_1_ANGLE_TO = 84.199997
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 = -0.213660, 0.977813, 1.210872
GROUP_1_PIVOT = 0.531475, 0.906176, 1.294605
GROUP_1_SCALE_LUT = '(|0.000=1.000|1.000=1.159|)'


