[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = CarPaint,CarPaint_1,eng_paint,int_paint
DisableDev = 1



[Material_CarPaint_Metallic]
Materials = CarPaint,CarPaint_1,eng_paint,int_paint
BrightnessAdjustment = 0.5 ; compensates for ambient specular
SpecularBase = 0.05, 45
ColoredSpecular = 0.85
ColoredReflection = 0.95


[EXTRA_FX]
ROTATING_FILTER = WHEEL_LR,WHEEL_RR,WHEEL_LF,WHEEL_RF  ; all parameters are lists of meshes too

[EMISSIVE_REVERSE_0]
NAME =REVERSE
COLOR = 1225, 1225, 1225          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = 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

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME = TURN_LF,TURN_L,TURN_LR
COLOR = 750, 750, 10          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = LEFT             ; 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


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME = TURN_RF,TURN_R,TURN_RR
COLOR = 750, 750, 10          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = RIGHT             ; 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


[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME = INT_TURN_R
COLOR = 0, 5, 0          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.1                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE             ; 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

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME = INT_TURN_L
COLOR = 0, 5, 0          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.1                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE             ; 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

[EMISSIVE_HIGHBEAM_0]
NAME = HBEAM
COLOR = 1550, 1520, 1500          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_LIGHT_0]
NAME = LBEAM
COLOR = 150, 100, 5 0        ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.5                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights


[EMISSIVE_BRAKE_0]
NAME = BRAKE
COLOR = 750, 2, 0         ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.5                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; 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


[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

