[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: navigators_maps.ini]

────────────────────── WIPERS ────────────────────────
[WIPERS]
FRONT_0=
FRONT_1=
BACK=Geometry91
──────────────────────────────────────────────
[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

────────────────────── ANALOG ARROWS ────────────────────────

[ANALOG_INDICATOR_...]
INPUT=FUEL
NAME=ARROW_FUEL
ZERO=-0.0
STEP=-2.995

[ANALOG_INDICATOR_...]
INPUT=SPEED
NAME=ARROW_SPPED
ZERO=1.0
STEP=1.025

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = ARROW_RPM
ZERO=-8.300
MIN_VALUE=0
STEP=0.032
SPEED_LAG = 0.66
INPUT_LAG_UP = 0.75
INPUT_LAG_DOWN = 0.75

[INSTRUMENTS]
RPM_VINTAGE =0 ; 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────────────────────────
[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=0.01
WIDTH=0.2

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.01
WIDTH=0.2

[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 = 0.72   ; 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

────────────────────── DOUBLE SIDED MESH ────────────────────────
[SHADER_REPLACEMENT_...]
MESHES = 
CULL_MODE = DOUBLESIDED
────────────────────── TRANSPARENT ────────────────────────
[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend,
MATERIALS = fabric_Mat|dashstructurebezels_a,gaugecluster_a-2,defrostlines,int_stitch
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MATERIALS = gaugecluster_a-2,defrostlines,int_stitch
IS_TRANSPARENT = 1
CAST_SHADOWS = 0 
BLEND_MODE = ALPHA_TEST
──────────────────────────────────────────────
[REFLECTIONS_FX]
;Light Glass
MASK_GBUFFER =
;Interior Glass
SKIP_GBUFFER = 

[EXTRA_FX_0]
MASK_GBUFFER=material:clear_glass,material:red_glass,material:clear_glass_nm,material:ext_glass_orange_nm
────────────────────── EXHAUST ────────────────────────
[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=0.00 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY= 0.15 ; flame size
ANTILAG_INTERVAL_MAX=0.1
ANTILAG_INTERVAL_MIN=0.08
ANTILAG_TURBO_THRESHOLD=0.55
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.05
DAMAGE_INTENSITY=1
DAMAGE_PROBABILITY=1
DISCHARGE=1.0 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.0 ; delay after throttle lift
DISCHARGE_DURATION=0.7 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.9; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.02; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=5500 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=82
FLAT_SHIFT=0 ; on upshift
FLAT_SHIFT_COOLDOWN=0.03 ; after upshift
FLAT_SHIFT_DURATION=0.002 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=40 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=1.0 ; flame size
FLAT_SHIFT_PROBABILITY=1.0 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=4000
LIMITER=0.0 ; on hitting the limiter
LIMITER_DELAY=0.0 ; delay, in seconds
LIMITER_INTENSITY=0.05 ; flame size
LIMITER_RPM_THRESHOLD=7500 ; limiter flames will not shoot below this rpm

[INCLUDE: common/gt3_exhaust_glow.ini]

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = exhaust_a
COLOR = 25, 3, 0, 0.35
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 82
INPUT_MAX = 92
INPUT_LUT = (| 82 = 0 | 92 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[SHAKING_EXHAUST_0]
MESHES = exhaust_a
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 2
POINT_0_SCALE = 0.175, 0.15, 0.1

[PARTICLES_FX_EXHAUST_...]
POSITION = 
DIRECTION = 
COLOR = 0.75,0.8,1
LIFE = 1, 0.03 				    ; how long particles last in the air before disappearing
SPEED = 0.5, 8 				    ; how fast smoke particles fly from the exhaust
SPREAD = 0.1				    ; initial spread of particles
STARTING_SIZE = 0.035			; initial size of particles
SPAWN_OFFSET = 0.01			    ; initial spawn point offset (length-wise)
INTENSITY = 0.1, 0.5			; smoke intensity
TEMPERATURE_LAG = 1			    ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

────────────────────── LICENSE PLATE LIGHTS ────────────────────────

[LIGHT_LICENSEPLATE] ; License Plate 
; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= Plate
OFFSET=-0.157, 0.051, -0.01
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.2
SPOT=115
SPOT_SHARPNESS=0.1
COLOR=2,2,2,5
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

────────────────────── LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; Lowbeam 
NAME=headlightr_a-13,headlightl_a-11
COLOR=120,120,150      
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=headlightrbulbs_a,headlightlbulbs_a
COLOR=120,120,120
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL 
NAME=headlightr_a-9,headlightl_a-9,foglightl_a,foglightr_a,headlightl_a-16,headlightr_a-18
COLOR=120,120,120
OFF_COLOR=120,120,120
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL 
NAME=headlightr_a-17,headlightl_a-15
COLOR=120,120,120,0.04
OFF_COLOR=120,120,120,0.05
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=120,120,140,0.05
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.1, 2
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=50
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.3
MIRROR=0.4
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0.0, 0.485, 1.9
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=2.0
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.20
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=55
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.050, 0.99, 0
────────────────────── TAIL LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; DRL 
NAME=taillightr_a-13,taillightl_a-13
COLOR=50, 1, 0, 2.5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Brakelights 
NAME=
COLOR=50, 2, 0,5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ;DRL + BRAKE 
NAME=taillightlbulbs_a-2,taillightrbulbs_a-2
COLOR=50, 1, 0,5
FALLBACK_HEADLIGHTS_COLOR = 50, 5, -10
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] EMERGENCY BRAKE
NAME=taillightchmsl_a,bumperr_a-3,taillightchmsl_a-1
COLOR=50, 0, 0, 2
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 50, 0, 0, 2
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[LIGHT_BRAKE_0] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.181034, 0, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -.5, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.568
MIRROR_DIRECTION=0
POSITION=0.0, 0.673, -2.07
RANGE=7
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.135, 0.135, 0.135
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4
────────────────────── REVERSE LIGHT ────────────────────────

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME = taillightlbulbs_a-1,taillightrbulbs_a-1; name (one or more) of a mesh to glow
COLOR = 10,10,10     ; glowing color if condition is met
LAG = 0.0                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[LIGHT_REVERSE_0] ; Reverse Lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.620
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0.0, 0.696, -1.99
RANGE=4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4
────────────────────── INDICATORS ────────────────────────

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=headlightlbulbs_a-1
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=wingmirrorl_a-4
COLOR=100,10,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=taillightlbulbs_a
COLOR=100,30,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=
COLOR=100,30,0,0.01
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=headlightrbulbs_a-1
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=wingmirrorr_a-4
COLOR=100,10,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=taillightrbulbs_a
COLOR=100,10,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── FOG LIGHTS ────────────────────────

; Extra Option Lights - Could Be FogLights
[EMISSIVE_EXTRA_A_0] ; Front FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=
COLOR=12,10,8
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── REFRACTION ────────────────────────

────────────────────── INTERIOR LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=platelightus_a,centerstackbezels_a-6
COLOR=2,2,2
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=gaugecluster_a-2,gaugecluster_a-1
COLOR=2,2,2
OFF_COLOR=2,2,2,0.5
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=centerconsolebezels_a-13
COLOR=2,1.0,0
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=centerstackbezels_a,centerconsolebezels_a,dashpad_a-5,dashpad_a-4,centerconsolebezels_a-11,centerconsolebezels_a-12,doorcardlf_a,steeringcolumn_a-18,overheadconsole_a,steeringcolumn_a-5,centerstackbezels_a-5,dashstructure_a-4,dashstructure_a-3
COLOR=2,2,2
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=material:needle_Mat|needles_a
COLOR=2,2,2,2
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

;RPM
[EMISSIVE_...]
NAME = 
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 7500
COLOR = 1,00,0,0.1
BLINKING_PATTERN=(|0=3||1=0|)
BLINKING_DURATION=0.15

────────────────────── STERO/GPS ────────────────────────

[Display_AndroidAuto]
Meshes = centerstackbezels_a-6
Resolution = 740,640
Size = 740, 640
Offset = 5, 00
Scale = 1,0.75
RearCameraPosition = 0.0056, 0.914, -1.95
aftermarketComponent=1

[CAR_STEREO_...]
MESHES = Geometry82_SUB18
RESOLUTION = 512, 128
DISPLAY_POS = 0, 0
DISPLAY_SIZE = 512, 128
BACKGROUND = 0, 0, 0, 1
FONT = digital_big
TEXT_0 = "{Artist} - {Track}"
TEXT_0_NOALBUM = "{Artist} - {Track}"
TEXT_0_NOARTIST = "{Track}"
TEXT_0_FALLBACK = "FM{Random:1,4} {Random:80,120}.{Random}"
TEXT_0_ALIGN = CENTER
TEXT_0_START = 26, 16
TEXT_0_LETTER = 24, 64
TEXT_0_LETTERS_LIMIT = $" floor((512 - 26 * 2) / 24) "
TEXT_1 = "{Time:%p %I:%M}"
TEXT_1_ALIGN = CENTER
TEXT_1_START = 26, 84
TEXT_1_LETTER = 12, 28
TEXT_1_LETTERS_LIMIT = 8
ICON_0 = @SOURCE
ICON_0_FALLBACK = FM
ICON_0_START = 174, 84
ICON_0_SIZE = 17, 24
ANIMATION_0 = 10, 4
ANIMATION_0_START = 204, 80
ANIMATION_0_BLOCK = 24, 4
ANIMATION_0_MARGIN = 4, 4
ANIMATION_0_BASE_ROW = BOTTOM

────────────────────── WARNING LIGHTS ────────────────────────

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Interior Left Turnsignal
NAME=warninglightsYEEEEEEEEEER06
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME=warninglightsYEEEEEEEEEER07
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=warninglightsYEEEEEEEEEER05
COLOR=0,0,10,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=warninglightsYEEEEEEEEEER04
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1.5
NAME=dashpad_a-3
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.2
LAG=0.2

[EMISSIVE_ABS_INACTION_0] ; Warning ABS Inaction
NAME=warninglightsYEEEEEEEEEER13
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.2

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

[EMISSIVE_TRACTIONCONTROL_0] ; Warning Traction Off 1
NAME=warninglightsYEEEEEEEEEER01
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1] ; Warning Traction Off 2
NAME=
TOGGLE_VISIBILITY = 0
OFF_COLOR=10,3.1,0.1,3
COLOR=0
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0] Warning Traction In Action
COLOR=20,4,0.1,3.5
NAME=warninglightsYEEEEEEEEEER00
TOGGLE_VISIBILITY = 0
LAG=0.2d

[EMISSIVE_HANDBRAKE_0] ; Warning Handbrake
NAME=warninglightsYEEEEEEEEEER03
TOGGLE_VISIBILITY = 0
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Suspension
NAME=Warninglightsbro014
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
 
[EMISSIVE_...] ; Warning Engine
NAME=Warninglightsbro004
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Warning Tyre Pressure
NAME=Warning_Light05
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...] ; Warning Fuel
NAME=warning_fuel
TOGGLE_VISIBILITY = 0
COLOR=20,3.5,0.1,35
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Stalled Manual Only
NAME=dashstructure_a-18
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.3

[EMISSIVE_...] ; Stalled Manual Only
NAME=Warninglightsbro005, Warninglightsbro010
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,0 ,0 , 3.5
LAG=0.3

────────────────────── INTERIOR EMISSIVE FX ────────────────────────
;NEEDLES
[EXTRA_FX_EMISSIVE_...]
MESHES =taillightl_a-13
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 = 1.1              ; 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 = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 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




;DECAL EMISSIVE
[EXTRA_FX_EMISSIVE_...]
MATERIALS = label_Mat,label_yellow,hazard_Mat,textLabel_Mat|steeringwheel_a,fabric_Mat|dashstructurebezels_a
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.3                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0
INTERIOR_ONLY = 1

;CLUSTER EMISSIVE
[EXTRA_FX_EMISSIVE_...]
MESHES = gaugecluster_a-2  ; list of meshes
DIGITAL_INSTRUMENTS = 0  ; 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 = 10,10,10,0.7             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.7            ; 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 = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 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

────────────────────── OUTSIDE EMISSIVE FX ────────────────────────

;SELFLIGHT HEADLIGHT
[LIGHT_EXTRA_...]
BOUND_TO = headlightr_a-13,headlightl_a-11
COLOR=120,120,140,1.0
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=0.707
POSITION=0, 0.575, 1.8
DIRECTION=-0.1, 0, 1
RANGE=0.50
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=3
SPOT=62
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...]
BOUND_TO =headlightlbulbs_a-1
COLOR=120,20,1,2.0
DIFFUSE_CONCENTRATION=0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=
POSITION=0.541, 0.396, 1.86S
DIRECTION=0, 0, 1
RANGE=0.24
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=3
SPOT=72
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...]
BOUND_TO =headlightrbulbs_a-1
COLOR=120,20,1,2.0
DIFFUSE_CONCENTRATION=0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=
POSITION=-0.541, 0.396, 1.86S
DIRECTION=0, 0, 1
RANGE=0.24
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=3
SPOT=72
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...]
BOUND_TO = taillightlbulbs_a
COLOR=120,20,0, 5.0
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=
POSITION=0.705, 0.79, -2.08
DIRECTION=0.1, 0, -1
RANGE=0.1
RANGE_GRADIENT_OFFSET=0.35
SPECULAR_MULT=3
SPOT=62
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...]
BOUND_TO = taillightrbulbs_a-1,taillightlbulbs_a-1
COLOR=120,120,120,2.0
DIFFUSE_CONCENTRATION=0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.5
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=0.643
POSITION=0, 0.787, -2.08
DIRECTION=-0.08, 0, -1
RANGE=0.15
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=3
SPOT=33
SPOT_SHARPNESS=0.00

[LIGHT_EXTRA_...]
BOUND_TO = taillightrbulbs_a
COLOR=120,20,0, 5.0
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=
POSITION=-0.705, 0.79, -2.08
DIRECTION=-0.1, 0, -1
RANGE=0.1
RANGE_GRADIENT_OFFSET=0.35
SPECULAR_MULT=3
SPOT=62
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...]
BOUND_TO = taillightrbulbs_a
COLOR=120,20,0, 5.0
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=
POSITION=-0.705, 0.79, -2.08
DIRECTION=-0.1, 0, -1
RANGE=0.1
RANGE_GRADIENT_OFFSET=0.35
SPECULAR_MULT=3
SPOT=62
SPOT_SHARPNESS=0.001

[LIGHT_EXTRA_...]
BOUND_TO = taillightchmsl_a-1
COLOR=120,120,120, 5.0
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=
POSITION=-0.0041, 1.09, -1.8
DIRECTION=0, 0, -1
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.35
SPECULAR_MULT=0
SPOT=259
SPOT_SHARPNESS=0.001


[LIGHT_EXTRA_...]
BOUND_TO = headlightrbulbs_a
COLOR=120,120,120, 1.0
DIFFUSE_CONCENTRATION=0.3
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=0.584
POSITION=0, 0.572, 1.9
DIRECTION=0, -0.1, 1
RANGE=0.13
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=52
SPOT_SHARPNESS=0.001

;Headlight
[EXTRA_FX_EMISSIVE_...]
MESHES =foglightr_a,foglightl_a    ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.02           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 10,10,10,1              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0          ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 4             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = ...      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =            ; stop emissive if a mesh with given name is visible

────────────────────── AUDIO ────────────────────────

[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=1.0
ENGINE_INT=1.0
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
ENGINE_INT = 1
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
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = .7
SKID_INT = .7

────────────────────── MATERIALS (EXTERIOR) ────────────────────────

[INCLUDE: common/materials_carpaint.ini]




;Exterior Rainbow
[Material_CarPaint_RainbowChrome]
Materials =
ChromeRainbowFlip = 0   ; flip rainbow
ChromeRainbowNegate = 1  ; negate rainbow
ChromeRainbowFocus = 1   ; compactness of rainbow spread
ChromeRainbowMult = 1    ; multiplier for final effect
BrightnessAdjustment = 0.4

;Exterior Old Paint
[Material_CarPaint_Old]
Materials = 
NormalsNoise = 0.01
NormalsNoiseUV = 80
FresnelMax = 0.4
FresnelC = 0.04
AmbientSpecular = 1
SpecularBase = 0.4, 40
SpecularSun = 0.5, 1000

────────────────────── MATERIALS (PAINT) ────────────────────────

[INCLUDE: common/materials_interior.ini]

[Material_DigitalScreen]
Meshes = intm_odo
MatrixType = IPS         ; valid values: IPS, TN
UseTextureCoordinates = 0  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 1920          ; amount of pixels horizontally
ScreenAspectRatio = 7   ; aspect ratio, height/width
Emissive = 0.5          ; screen brightness
FlipXY = 0                 ; rotate display 90°

;Int Plastic
[Material_Plastic_v2]
Materials = int_plastic
BrightnessAdjustment = 0.15
DetailScale = 150
DetailTextureBlur = 1
DetailNormalBlend = 0.5
Reflectance = 0.05
Smoothness = 0.1

;Int Fake Leather
[Material_Plastic_v2]
Materials = int_plastic_leather
BrightnessAdjustment = 0.12
DetailScale =222
DetailNormalBlend =1
Reflectance = 0.002
Smoothness = 1.0
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = plastic_dash_normals.dds

;Int Smooth Plastic
[Material_Plastic_v2]
Materials = int_st_color
BrightnessAdjustment = 0.25
DetailScale = 0
DetailTextureBlur = 1
DetailNormalBlend = 0
Reflectance = 0.15
Smoothness = 0.2

;Int Piano Black
[Material_Plastic_v2]
Materials = startButtonLight|dashstructurebezels_a,greenBG_Mat|dashstructurebezels_a
BrightnessAdjustment = 0.29
DetailScale = 0
Reflectance = 0.15
Smoothness = 0.999999

;Int Alcantara
[Material_Velvet_v2]
Materials = int_alcantara
DetailScale=70
DetailNormalBlend = 1
BrightnessAdjustment=0.20
ApplyTilingFix=0


;Int Carpet
[Material_Carpet_v2]
Materials=int_carpet
DetailScale=80
BrightnessAdjustment = 0.35
DetailNormalBlend = 0.2
Reflectance = 0.0001
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = int_fabric_2.DDS

;Int Detailed Leather
[Material_LeatherDetailed]
Materials =int_seats_red_dot
Smoothness = 0
Reflectance = 0.004
ApplyTilingFix = 0
HasDetailNormals = 1
DetailNormalBlend = 0.1
DetailScale = 99
DetailNormalPBRFormat = 1
DetailNormalTexture = common/pbr_leather_spotty.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.5

;Int Old Leather
[Material_Leather_v2]
Materials = interior
Reflectance = 0.02
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 200
BrightnessAdjustment = 0.14

;Int Alu 1 
[Material_Aluminium_v2]
Materials = int_chrome
BrightnessAdjustment = 0.42
Metalness = 0.2
Reflectance = 0.3
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2


;Int Aluminium 2
[Material_Metal_v2]
Meshes=centerconsolebezels_a-8
DetailScale=0
Brightness=0.1
Metalness=0.5
Reflectance = 0.5

;Int Brushed Metal
[Material_Metal_v2]
Materials = int_momo_metal
BrightnessAdjustment = 0.56
Reflectance = 0
DetailScale = 40
DetailNormalBlend = 0.12
Smoothness = 0.8
ColorSource = DIFFUSENORMALIZED
DetailNormalTexture = metal_brush_nm.dds
ApplyTilingFix = 1
PROP...=isAdditive, 0
PROP_...=pbReflectionBlurEnv, 1
DetailNormalPBRFormat = 1
DetailNormalPBRSmoothnessGamma = 1
DetailNormalPBRReflectance = 1
OcclusionMult = 1
Metalness = 0.9
CubemapReflectionBlur = 0.2

;Int Carbon
[Material_Carbon]
Materials=ext_carbon
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=carbon_fiber2.png
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=carbon_fiber_nm2.png
DetailScale=165
Brightness=0.4
DetailNormalBlend=1
ApplyTilingFix=0
────────────────────── MATERIALS (EXTERIOR) ────────────────────────

;Ext Rim Chrome
[Material_Aluminium_v2]
Materials = RimChrome
BrightnessAdjustment = 0.2
DetailScale = 0
Metalness = 0.3
Reflectance = 0.5
LocalReflectionsSharpness = 1

;Ext Rim Chrome
[Material_Aluminium_v2]
Materials =RimFace
BrightnessAdjustment = 0.01s
DetailScale = 110
Metalness = 0.1
Reflectance = 0.0
LocalReflectionsSharpness = 1

;Ext Metal
[Material_Metal_v2]
Materials = ext_black_chrome
BrightnessAdjustment = 0.011
DetailScale = 50
Metalness = 0.05
Reflectance = 0.13


;Ext Metal
[Material_Metal_v2]
Materials = ext_chrome
BrightnessAdjustment = 0.25
DetailScale = 50
Metalness = 0.6
Reflectance = 0.13

;Ext Metal Headlights
[Material_Metal_v2]
Materials = 
BrightnessAdjustment = 0.6
DetailScale = 0
Metalness = 0.9
Reflectance = 0.1
LocalReflectionsSharpness = 0.3
DetailNormalPBRSmoothnessGamma = 0.4

;Ext Metal Old
[Material_MetalOld_v2]
Meshes = 
Metalness = 0.11
Reflectance = 0.11
Brightness = 0.3
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0

;Ext Smooth Plastic
[Material_Plastic_v2]
Materials = ext_gloss_plastic,ext_red_plastic
BrightnessAdjustment = 0.2
DetailScale = 0
Reflectance = 0.1
Smoothness = 0.999999


;Ext Smooth Plastic
[Material_Plastic_v2]
Materials = blackmisc
BrightnessAdjustment = 0.02
DetailScale = 0
Reflectance = 0.00
Smoothness = 0.999999



;Ext Smooth Plastic
[Material_Plastic_v2]
Materials = ext_plastic
BrightnessAdjustment = 0.2
DetailScale = 0
Reflectance = 0.005
Smoothness = 0.999999

;Ext Rough Chrome
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.15
Reflectance = 0.7
Metalness = 0.5
Smoothness = 0.6
DetailScale = 35
DetailTextureBlur = 1
DetailNormalBlend = 0.2

;Ext carbon
[Material_Carbon]
Materials=
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=carbon_fiber2.png
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=carbon_fiber_nm2.png
DetailScale=441
Brightness=0.2
DetailNormalBlend=0


;License plate

;[INCLUDE: common/materials_license_plate.ini]
[Material_LicensePlate_Europe]
────────────────────── MATERIALS (GLASS) ────────────────────────
[INCLUDE: common/materials_glass.ini]

ExteriorGlassHeadlightsMeshes=EXT_GLASS_HEADLIGHT,EXT_GLASS_TAILLIGHT
ExteriorGlassFilmedMaterials=

[Material_Glass]
Materials = clear_glass
FilmIOR = 2.6
;Photoelastic Glass
[Material_PhotoelasticGlass]
Materials = 
PhotoelasticityBaseScale = 0     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0. ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.  ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale =    ; how many stripes are there
ProfileFix = 0.02

;Interior Glass
[Material_Glass]
Materials = 
FilmIOR = 1.25 
ThicknessMult = 2
ProfileFix = 0

; Red Glass Nm
[Material_Glass] 
Meshes = taillightc_a-5
IOR = 1.5        ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 8; thicker glass passes less light through
ProfileFix = 0.1    ; adds thickness to glass for glazing angles
Desaturate = 0.0 
Refraction = 1
BrightnessAdjustment = 0.6
ExtraLightsAdjustment = 0.01


; Red Glass Nm
[Material_Glass] 
Materials = ext_glass_red
IOR = 1.5        ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 8; thicker glass passes less light through
ProfileFix = 0.1    ; adds thickness to glass for glazing angles
MaskPass = 6       ; mask pass opacity
MaskPassColor = 255, 50, 00  ; mask pass color adjustment
Desaturate = 0.0 
Refraction = 1
BrightnessAdjustment = 0.4
ExtraLightsAdjustment = 0.01

; Red Glass
[Material_Glass]
Materials =red_glass 
IOR = 1.8              ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 0.8  ; thicker glass passes less light through
ProfileFix = 0.06    ; adds thickness to glass for glazing angles
MaskPass = 1.2           ; mask pass opacity
MaskPassColor = 40, 0.9, 0
BrightnessAdjustment = 0.5

; Window Glass
[Material_Glass]
Materials=ext_window
MaskPass=0.6
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=2d
Desaturate=0
FilmIOR=1.52
────────────────────── MATERIALS (TIRES) ────────────────────────
[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = tyre_tread
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1


[REFRACTING_HEADLIGHT_0]
SURFACE = taillightr_a-2,taillightl_a-2
INSIDE = taillightr_a-12
INSIDE_BULBS=taillightrbulbs_a-2
OVERLAY = glassctl_a-2
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.07
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 4
BULB_REFLECTION_K = 0.34
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 10
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 5.9
EXTRA_GLASS_COLORIZATION = 0
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.9999216,0.9999,1
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.35
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -0.005615771,0.7299293,-2.1823454
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.95
ORIGIN = 0.6726603,0.7301423,-2.2257686
RADIUS = 0.09111131
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1



[AUDIO_PARAMETER_TRANSFORM]
; Originally, AC would sent 10000 to soundbank, but now it’ll send 5000 instead. Or, 
; it’ll send 2500 instead of 5000 — values in-between these points are linearly interpolated.
ENGINE_EXT_RPMS = (| 0=0 | 7400=6850 |)
ENGINE_INT_RPMS = (| 0=0 | 7400=6850|)





[LIGHT_EXTRA_1] ;underglowleft
LINE_FROM=0.45, 0.1, -1
LINE_TO=0.45, 0.1, 1.0
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0
COLOR_TO=0,0,255
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=3|1=0|3=0|5=0|7=3|9=0|11=0|13=3|15=0|17=0|19=3)
BLINKING_DURATION=15

[LIGHT_EXTRA_11] ;underglowleft
LINE_FROM=0.45, 0.1, -1
LINE_TO=0.45, 0.1, 1.0
BIND_TO_EXTRA_C=1
COLOR_FROM=0,0,255
COLOR_TO=0,255,0
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=3|1=3|3=0|5=0|7=0|9=3|11=0|13=0|15=3|17=0|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_12] ;underglowleft
LINE_FROM=0.45, 0.1, -1
LINE_TO=0.45, 0.1, 1.0
BIND_TO_EXTRA_C=1
COLOR_FROM=0,255,0
COLOR_TO=255,0,0
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|3=3|5=3|7=0|9=0|11=3|13=0|15=0|17=3|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_13] ;underglowleft
LINE_FROM=0.45, 0.1, -1
LINE_TO=0.45, 0.1, 1.0
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0
COLOR_TO=0,0,255
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|5=3|10=0|15=3|20=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_2] ;underglow right
LINE_FROM=-0.45, 0.1, -1
LINE_TO=-0.45, 0.1, 1.0
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0
COLOR_TO=0,0,255
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=3|1=0|3=0|5=0|7=3|9=0|11=0|13=3|15=0|17=0|19=3)
BLINKING_DURATION=15

[LIGHT_EXTRA_21] ;underglow right
LINE_FROM=-0.45, 0.1, -1
LINE_TO=-0.45, 0.1, 1.0
BIND_TO_EXTRA_C=1
COLOR_FROM=0,0,255
COLOR_TO=0,255,0
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=3|1=3|3=0|5=0|7=0|9=3|11=0|13=0|15=3|17=0|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_22] ;underglow right
LINE_FROM=-0.45, 0.1, -1
LINE_TO=-0.45, 0.1, 1.0
BIND_TO_EXTRA_C=1
COLOR_FROM=0,255,0
COLOR_TO=255,0,0
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|3=3|5=3|7=0|9=0|11=3|13=0|15=0|17=3|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_23] ;underglow right
LINE_FROM=-0.45, 0.1, -1
LINE_TO=-0.45, 0.1, 1.0
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0
COLOR_TO=0,0,255
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|5=3|10=0|15=3|20=0)
BLINKING_DURATION=15


[LIGHT_EXTRA_3] ;underglowrear
LINE_FROM=-0.425, 0.1, -1.95
LINE_TO=0.425, 0.1, -1.94
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0
COLOR_TO=0,0,255
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.6
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=3|1=0|3=0|5=0|7=3|9=0|11=0|13=3|15=0|17=0|19=3)
BLINKING_DURATION=15

[LIGHT_EXTRA_31] ;underglowrear
LINE_FROM=-0.425, 0.225, -1.95
LINE_TO=0.425, 0.225, -1.95
BIND_TO_EXTRA_C=1
COLOR_FROM=0,0,255
COLOR_TO=0,255,0
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.6
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=3|1=3|3=0|5=0|7=0|9=3|11=0|13=0|15=3|17=0|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_32] ;underglowrear
LINE_FROM=-0.425, 0.225, -1.95
LINE_TO=0.425, 0.225, -1.95
BIND_TO_EXTRA_C=1
COLOR_FROM=0,255,0
COLOR_TO=255,0,0
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.6
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|3=3|5=3|7=0|9=0|11=3|13=0|15=0|17=3|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_33] ;underglowrear
LINE_FROM=-0.425, 0.225, -1.95
LINE_TO=0.425, 0.225, -1.95
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0
COLOR_TO=0,0,255
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.6
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|5=3|10=0|15=3|20=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_4] ;underglowfront
LINE_FROM=-0.3, 0.1, 1.8
LINE_TO=0.3, 0.1, 1.8
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0
COLOR_TO=0,0,255
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.65
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=5|1=0|3=0|5=0|7=5|9=0|11=0|13=5|15=0|17=0|19=5)
BLINKING_DURATION=15

[LIGHT_EXTRA_41] ;underglowfront
LINE_FROM=-0.3, 0.1, 1.8
LINE_TO=0.3, 0.1, 1.8
BIND_TO_EXTRA_C=1
COLOR_FROM=0,0,255
COLOR_TO=0,255,0
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.65
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=5|1=5|3=0|5=0|7=0|9=5|11=0|13=0|15=5|17=0|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_42] ;underglowfront
LINE_FROM=-0.3, 0.1, 1.8
LINE_TO=0.3, 0.1, 1.8
BIND_TO_EXTRA_C=1
COLOR_FROM=0,255,0
COLOR_TO=255,0,0
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.65
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|3=5|5=5|7=0|9=0|11=5|13=0|15=0|17=5|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_43] ;underglowfront
LINE_FROM=-0.3, 0.1, 1.8
LINE_TO=0.3, 0.1, 1.8
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0
COLOR_TO=0,0,255
DIFFUSE_CONCENTRATION=1.25
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.65
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|5=5|10=0|15=5|20=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_5] ;underglowif
LINE_FROM=0.3, 0.1, 0.8
LINE_TO=-0.3, 0.1, 0.8
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0,0.1
COLOR_TO=0,0,255,0.1
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, 1.0, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=5|1=0|3=0|5=0|7=5|9=0|11=0|13=5|15=0|17=0|19=5)
BLINKING_DURATION=15

[LIGHT_EXTRA_51] ;underglowif
LINE_FROM=0.3, 0.1, 0.8
LINE_TO=-0.3, 0.1, 0.8
BIND_TO_EXTRA_C=1
COLOR_FROM=0,0,255,0.1
COLOR_TO=0,255,0,0.1
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, 1.0, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=5|1=5|3=0|5=0|7=0|9=5|11=0|13=0|15=5|17=0|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_52] ;underglowif
LINE_FROM=0.3, 0.1, 0.8
LINE_TO=-0.3, 0.1, 0.8
BIND_TO_EXTRA_C=1
COLOR_FROM=0,255,0,0.1
COLOR_TO=255,0,0,0.1
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.5
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, 1.0, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|3=5|5=5|7=0|9=0|11=5|13=0|15=0|17=5|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_53] ;underglowif
LINE_FROM=0.3, 0.1, 0.8
LINE_TO=-0.3, 0.1, 0.8
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0,0.1
COLOR_TO=0,0,255,0.1
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0,1.0, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|5=5|10=0|15=5|20=0)
BLINKING_DURATION=15


[LIGHT_EXTRA_7] ;underglowir
LINE_FROM=0.3, 0.1, -0.1
LINE_TO=-0.3, 0.1, -0.1
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0,0.1
COLOR_TO=0,0,255,0.1
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, 1.0, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=5|1=0|3=0|5=0|7=5|9=0|11=0|13=5|15=0|17=0|19=5)
BLINKING_DURATION=15

[LIGHT_EXTRA_71] ;underglowir
LINE_FROM=0.3, 0.1, -0.1
LINE_TO=-0.3, 0.1, -0.1
BIND_TO_EXTRA_C=1
COLOR_FROM=0,0,255,0.1
COLOR_TO=0,255,0,0.1
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, 1.0, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=5|1=5|3=0|5=0|7=0|9=5|11=0|13=0|15=5|17=0|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_72] ;underglowir
LINE_FROM=0.3, 0.1, -0.1
LINE_TO=-0.3, 0.1, -0.1
BIND_TO_EXTRA_C=1
COLOR_FROM=0,255,0,0.1
COLOR_TO=255,0,0,0.1
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.5
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, 1.0, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|3=5|5=5|7=0|9=0|11=5|13=0|15=0|17=5|19=0)
BLINKING_DURATION=15

[LIGHT_EXTRA_73] ;underglowir
LINE_FROM=0.3, 0.1, -0.1
LINE_TO=-0.3, 0.1, -0.1
BIND_TO_EXTRA_C=1
COLOR_FROM=255,0,0,0.1
COLOR_TO=0,0,255,0.1
DIFFUSE_CONCENTRATION=0.2
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.55
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0,1.0, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
SIMULATE_HEATING=1.5
BLINKING_PATTERN=(0=0|1=0|5=5|10=0|15=5|20=0)
BLINKING_DURATION=15