[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: common/materials_carpaint.ini]
CarPaintMaterial = CSR2_CarPaint
DisableDev = 1

[Material_CarPaint_Metallic]
ClearCoatThickness = 0.1
SpecularColor = 1
SpecularMult = 1
FresnelMax = 0.1
FresnelC = 0.2
FlakesK = 0.1
ColoredSpecular = 1.124
AmbientSpecular = 0
AmbientSpecularEXP = 6
SpecularBase = 1, 100
SpecularSun = 0.2, 2000
BrightnessAdjustment = 0.1
ApplyTilingFix = 1

[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = glass_windw
ThicknessMult = 1
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 10
FilmIOR=2

[SHADER_REPLACEMENT_...]
MESHES= defender_glass
IS_TRANSPARENT = 1
BLEND_MODE = ALPHA_BLEND

[EMISSIVE_...]
INPUT=HORN
NAME=extra_1_SUB1,123
COLOR=0,0,500,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.05=0|0.1=3|0.15=0|0.19=0|0.2=3|0.25=0|0.29=0| 0.3=3|0.35=0|0.9=0|1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=HORN
INPUT_THRESHOLD=0
NAME=extra_1_SUB0,6
COLOR=400,0,0,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.49=0|0.5=3|0.55=0|0.59=0| 0.6=3|0.65=0|0.69=0|0.70=3|0.75=0|0.80=1|0.85=0|1=0)
BLINKING_DURATION=.4
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_2]
NAME=
COLOR=200,021,221,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.05=0|0.1=3|0.15=0|0.19=0|0.2=3|0.25=0|0.29=0| 0.3=3|0.35=0|0.49=0|0.5=3|0.55=0|0.59=0| 0.6=3|0.65=0|0.69=0|0.70=3|0.75=0|0.80=1|0.85=0|J1=0)
BLINKING_BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1



[EMISSIVE_...]
INPUT=HORN
NAME=796
COLOR=4000,1,1,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.05=0|0.1=3|0.15=0|0.19=0|0.2=3|0.25=0|0.29=0| 0.3=3|0.35=0|0.9=0|1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=HORN
NAME=798
COLOR=0,0,2000,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.49=0|0.5=3|0.55=0|0.59=0| 0.6=3|0.65=0|0.69=0|0.70=3|0.75=0|0.80=1|0.85=0|1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1


[EMISSIVE_...]
INPUT=HORN
NAME=extra_9
COLOR=500,0,0,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.05=0|0.1=3|0.15=0|0.19=0|0.2=3|0.25=0|0.29=0| 0.3=3|0.35=0|0.9=0|1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=HORN
NAME=extra_7
COLOR=500,0,0,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.49=0|0.5=3|0.55=0|0.59=0| 0.6=3|0.65=0|0.69=0|0.70=3|0.75=0|0.80=1|0.85=0|1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=HORN
NAME=extra_4
COLOR=00,0,500,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.49=0|0.5=3|0.55=0|0.59=0| 0.6=3|0.65=0|0.69=0|0.70=3|0.75=0|0.80=1|0.85=0|1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1



[EMISSIVE_...]
INPUT=HORN
NAME=778,772,782,785_SUB0
COLOR=0,0,500,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.05=0|0.1=3|0.15=0|0.19=0|0.2=3|0.25=0|0.29=0| 0.3=3|0.35=0|0.9=0|1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=HORN
NAME=776,774,787_SUB0,780
COLOR=500,0,0,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.49=0|0.5=3|0.55=0|0.59=0| 0.6=3|0.65=0|0.69=0|0.70=3|0.75=0|0.80=1|0.85=0|1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=HORN
NAME=788,794
COLOR=500,0,0,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.05=0|0.1=3|0.15=0|0.19=0|0.2=3|0.25=0|0.29=0| 0.3=3|0.35=0|0.9=0|1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=HORN
NAME=792
COLOR=0,0,500,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.49=0|0.5=3|0.55=0|0.59=0| 0.6=3|0.65=0|0.69=0|0.70=3|0.75=0|0.80=1|0.85=0|1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_...]
INPUT=HORN
NAME=Object1211,790
COLOR=0,0,500,10
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.24=0|0.25=3|0.3=0|0.34=0|0.35=3|0.4=0|0.44=0| 0.45=3|0.5=0|0.74=0|0.75=3|0.8=0|0.84=0|0.85=3|0.9=0|0.94=0| 0.95=3|1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1



[LIGHT_EXTRA_...]     ; lightcone Foglight_L for players car only
BOUND_TO=extra_4   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=0,0,100,0.25
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=
POSITION=-0.344, 1.5, -0.21
DIRECTION=0,0,1 
RANGE=50;1.25
RANGE_GRADIENT_OFFSET=0.5
SPOT=86
SPOT_SHARPNESS=0
LAG=0
BLINKING_PATTERN=(|0=1|1=0|2=0|3=1|)
BLINKING_DURATION=0.8
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[LIGHT_EXTRA_...]     ; lightcone Foglight_L for players car only
BOUND_TO=extra_1_SUB1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=0,0,100,0.25
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=
POSITION=0.344, 1.5, -0.21
DIRECTION=0,0,1 
RANGE=50;1.25
RANGE_GRADIENT_OFFSET=0.5
SPOT=86
SPOT_SHARPNESS=0
LAG=0
BLINKING_PATTERN=(|0=1|1=0|2=0|3=1|)
BLINKING_DURATION=0.8
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[LIGHT_EXTRA_...]     ; lightcone Foglight_L for players car only
BOUND_TO=772   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=0,0,100,0.2
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=
POSITION=0.586, 0.495, -2.38
DIRECTION=0,0,-1 
RANGE=15
RANGE_GRADIENT_OFFSET=0.5
SPOT=156
SPOT_SHARPNESS=0
LAG=0
BLINKING_PATTERN=(|0=1|1=0|2=0|3=1|)
BLINKING_DURATION=0.8
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]     ; lightcone Foglight_L for players car only
BOUND_TO=774   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,0,0,0.2
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=
POSITION=-0.586, 0.495, -2.38
DIRECTION=0,0,-1 
RANGE=15
RANGE_GRADIENT_OFFSET=0.5
SPOT=156
SPOT_SHARPNESS=0
LAG=0
BLINKING_PATTERN=(|0=1|1=0|2=0|3=1|)
BLINKING_DURATION=0.8
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[LIGHT_EXTRA_...]     ; lightcone Foglight_L for players car only
BOUND_TO=794   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=100,0,0,0.2
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0.894
POSITION=, 0.239, 0.951
DIRECTION=1,0, 
RANGE=15
RANGE_GRADIENT_OFFSET=0.5
SPOT=179
SPOT_SHARPNESS=0
LAG=0
BLINKING_PATTERN=(|0=1|1=0|2=0|3=1|)
BLINKING_DURATION=0.8
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1

[LIGHT_EXTRA_...]     ; lightcone Foglight_L for players car only
BOUND_TO=792   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=0,0,100,0.2
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=2000;5
FADE_SMOOTH=5
MIRROR=0.899
POSITION=, 0.266, -0.711
DIRECTION=1,0, 
RANGE=15
RANGE_GRADIENT_OFFSET=0.5
SPOT=179
SPOT_SHARPNESS=0
LAG=0
BLINKING_PATTERN=(|0=1|1=0|2=0|3=1|)
BLINKING_DURATION=0.8
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1


[EMISSIVE_EXTRA_B_0]
BIND_TO_EXTRA_B=1 
NAME=17_T
COLOR=20,20,50,5 ;last number is for brightness
BIND_TO_HEADLIGHTS=0

[EXTRA_FX_EMISSIVE_...]
MESHES = 17_T
RANGE = 0.05
COLOR = 0.1
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 8
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[LIGHT_EXTRA_...]     ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_B=1 
COLOR=10,10,15,.5
DIFFUSE_CONCENTRATION=.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=150
FADE_SMOOTH=65
MIRROR=0.841
POSITION=, 1.2, 0.95
DIRECTION=0.0,0,1
RANGE=50;1.25
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=.1
SPOT=90
SPOT_SHARPNESS=0.0
VOLUMETRIC_LIGHT=1



;;;;;;;;; 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]
HORN_AS_SIREN=1

[ANALOG_INDICATOR_...]
INPUT=WATER_TEMPERATURE
NAME=ARROW_WATER_RPM
ZERO=-0.0
STEP=-1.195

[ANALOG_INDICATOR_...]
INPUT=OIL_TEMPERATURE
NAME=ARROW_TEMP
ZERO=5.0
STEP=-0.195


;;;;;;;;; Exterior PBR Shaders / By Mr. Suzuki ;;;;;;;;; 
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1



[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

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER =Glass001_SUB0,headlights glass,headlights high beams glass,dalniy_svetw,GlassInside,104_T

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend
MESHES = indicator_lr_SUB1
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = tyre
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1



;;;;;;;;; Cluster Config / By Mr. Suzuki ;;;;;;;;; 
[CustomEmissiveMulti] ; Emissive Warning Lights
Meshes = cluster_warning
Resolution = 812, 812
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = TURNSIGNAL_LEFT, Start = "62, 434", Size = "84, 104" , Color = "0, 5,0 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "0, 5,0 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "327, 439", Size = "80, 47", Color = "30,15,0",
@ = MultiItem, Role = DashWarningABS, Start = "326, 355", Size = "79, 60", Color = "30,15,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "30,15,0",
@ = MultiItem, Role = HANDBRAKE, Start = "501, 349", Size = "82, 71", Color = "40, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "0, 0, 40",
@ = MultiItem, Role = LIGHT, Start = "677, 360", Size = "85, 45", Color = "0, 40, 0",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "30, 15, 0",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "30, 15, 0",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "680, 438", Size = "66, 63", Color = "30, 15, 0", InputThreshold = 39, InputSelector = MAX , InputSelectorPivot=5 , Lag=0.2 
@ = MultiItem, Role = DashWarningSeatbelt, Start = "161, 346", Size = "65, 76" , Color = "40, 0, 0",
@ = MultiItem, Role = DashWarningAirbag, Start = "240, 346", Size = "81, 80" , Color = "40, 0, 0",
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=11 ,InputInverse=1 , Lag=0.2, Color = "35,2,0", 


--------------------------FLAMES-------------------------------
[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] ; CSP Flames Configuration
ANTILAG=0 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=10 ; flame size
ANTILAG_INTERVAL_MAX=7000
ANTILAG_INTERVAL_MIN=65000
ANTILAG_TURBO_THRESHOLD=0.0
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=0.05 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=1; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7200 ; 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=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=50 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=.1 ; flame size
FLAT_SHIFT_PROBABILITY=.5 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6500
LIMITER=0 ; on hitting the limiter
LIMITER_DELAY=0.2 ; delay, in seconds
LIMITER_INTENSITY=.1 ; flame size
LIMITER_RPM_THRESHOLD=6500 ; limiter flames will not shoot below this rpm

[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = Object27221,Object27211
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


 ;       ///WOBBLE BITS///

[WOBBLY_BIT_...]
NAME =     ; name of the node to move
CONNECTED_TO = 1, 1, 1   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.005               ; max range node can move from its original position
DAMPENING_LAG = 0.9            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 100                    ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0.8               ; how much gravity affects node’s speed
OFFSET_GAIN = 700              ; how strong is returning force
STIFF_AXIS = 1, 1, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.5      ; now stiff is optional stiffness axis
G_FILTER = 0                    ; temporal filter for G-forces
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1 ; either `0` or `1`; set it to `1` if you don’t want gravity to skew your stuff when car is in neutral position



;;;;;;;;; LIGHTS ;;;;;;;;; 

[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=headlights_high_beams
COLOR=183,192,215,12
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL
NAME=headlight_position_2,headlight_position_1
COLOR=70,90,120,.5
OFF_COLOR=70,90,120,.5
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; DRL
NAME=Object27239
COLOR=70,90,120,1.5
OFF_COLOR=70,90,120,1.5
LAG=0.9
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=dalniy_svet2
COLOR=183,192,215,22
FALLBACK_HEADLIGHTS_COLOR=183,192,215,12
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_...] ; DRL Taillights - Colour MUST MATCH "50,2,-10"
NAME=
COLOR=50,0, 0, 2.5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Brakelights - MUST be 3X DRL Taillights
NAME=brakelight_r_SUB0,brakelight_l_SUB0
COLOR=50, 2, 0,5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Brakelights 2 - USE IF DRL + BRAKE IS SAME MESH
NAME=Light002
COLOR=250, 2, 0 ,1
LAG=0.7
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
FALLBACK_HEADLIGHTS_COLOR=250,0, 00.0 ,.2
EMERGENCY BRAKE
[EMISSIVE_BRAKE_...]
NAME=glasschmsl_a-1,Light003
COLOR=110, 10, 10, 2
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 10, 10, 2
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking


[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME = reverse_lights   ; name (one or more) of a mesh to glow
COLOR = 10,10,10,10.2      ; 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




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

----------------------Indicators---------------------------------------------------------------
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=headlight_position_blinker_L
COLOR=100,20,0,5
OFF_COLOR=35, 45, 60
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=Object27228
COLOR=100,20,0,5
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=pov_LR
COLOR=100,30,0,15
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=headlight_positio_ blinke_ R
COLOR=100,20,0
OFF_COLOR=35, 45, 60
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=Object27256
COLOR=100,20,0,5
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=pov_RR
COLOR=100,30,0,15
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

----------------------Interior Lights---------------------------------------------------------------
[EMISSIVE_LIGHT_...] ; Cluster 1 Light
NAME=Interior003xz_z0z01_001,Mesh027,Interior003_001_001
COLOR=2,2,2,1
OFF_COLOR=1,1,1
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DlklISABLE_WITH_EMISSIVE_LIGHT = 1


[EMISSIVE_LIGHT_...] ; Cluster 1 Light
NAME=Object002
COLOR=1
OFF_COLOR=1
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DlklISABLE_WITH_EMISSIVE_LIGHT = 1
z
z
[EMISSIVE_LIGHT_...] ; Cluster 2 Light
NAME=headlightr_a-5,headlightl_a-5
COLOR=120,120,120
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=Object27255,InteriorEmissive,GEO_STEER_M506
COLOR=5,2,1
OFF_COLOR=1
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=podsvetka
COLOR=2,0,0,5
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=ARROW_RPM_MERC,ARROW_SPEED_002
COLOR=2,2,2,2
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

-----NAVIGATOR-----
[INCLUDE: navigators_maps.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: navigators_maps.ini]
[INCLUDE: navigators_layouts.ini]
[INCLUDE: navigators_themes.ini]


[INCLUDE: android_auto/config.ini]

[Display_AndroidAuto]
Meshes = Object002
Resolution = 1024, 660
Size = 1024, 670
Offset = 0, 0
Scale = 1
RearCameraPosition = 0, 0.746, -2.43
aftermarketComponent=1

[Navigator_StyleModernDark]
Meshes = Mesh027
@ = Navigator_Size, Resolution = "512, 512", Size = "512, 435", Offset = "0, 40", Scale = 1.5
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

----------------------Warning Lights---------------------------------------------------------------
[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=lcd_blinker_left
TOGGLE_VISIBILITY = 1
COLOR=0.5,25,0.5, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=lcd_blinker_right
TOGGLE_VISIBILITY = 1
COLOR=0.5,25,0.5, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0


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

[EMISSIVE_...]
NAME=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=tires_press
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=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=abs_1
TOGGLE_VISIBILITY = 1
COLOR=60,12,0.2,1
LAG=0.2

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

[EMISSIVE_TRACTIONCONTROL_1]
NAME=tcoff001
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=tc
TOGGLE_VISIBILITY = 1
LAG=0.2

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

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

[EMISSIVE_...]
NAME=warning_lane_assist, warning_lane_assist001
TOGGLE_VISIBILITY = 0
COLOR=60,12,0,1
INPUT=STALLED
LAG=0.2



[EMISSIVE_...]
NAME=warning_engine2
TOGGLE_VISIBILITY = 0
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 = 0
COLOR=60,0,0,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 910
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

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

WARNING LOWBEAM
[EMISSIVE_LIGHT_13]
NAME=light_002
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
COLOR=1,20,1, 1.1
LAG=0.2
SIMULATE_HEATING=0

WARNING HIGHBEAM
[EMISSIVE_HIGHBEAM_1]
NAME=highbeam
TOGGLE_VISIBILITY = 1
COLOR=0.1,0.1,40, 1.0
LAG=0.2
SIMULATE_HEATING=0



---------------------------------- INSIDE EMISSIVE FX -------------------------------------------

[EXTRA_FX_EMISSIVE_...]
MESHES = chassis001_SUB6,door_dside_f_SUB7,steeringwheel_SUB2,door_pside_f_SUB8   ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.01              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 80,90,150,.005               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.2        ; 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 = 1
; 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


[EXTRA_FX_EMISSIVE_...]
MESHES =Interior003_001_001; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.2              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .2              ; 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)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

[EXTRA_FX_EMISSIVE_...]
MESHES = podsvetka; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.04          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .2               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.5       ; 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 = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =0.5   ; 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)
COVERAGE = 8
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 
[LIGHT_EXTRA_...] ; Ambient Light Front Doors
BIND_TO_HEADLIGHTS=1
COLOR=2.2,0,0.1,5
DIFFUSE_CONCENTRATION=0.5
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.5
LAG=0.6
FADE_AT=0.0
FADE_SMOOTH=53
MIRROR=0.431, 0.0, 0
POSITION=0, 0.595, 0.772
DIRECTION=0,-2, -1
RANGE=0.45
RANGE_GRADIENT_OFFSET=0.05
SPECULAR_MULT=3
SPOT=130
SPOT_SHARPNESS=0.001
---------------------------------- OUTSIDE EMISSIVE -------------------------------------------
Headlights

[EXTRA_FX_EMISSIVE_...]
MESHES =  headlights_high_beams,dalniy_svet2     ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.08          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 70,100,140,.005               ; 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)
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 = 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 = 2            ; 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 = 0.05         ; 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
-------------------------
TailLights

[EXTRA_FX_EMISSIVE_...]
MESHES =      ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.06           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 50, 1, 0, 0.03             ; 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)
EXTERIOR_ONLY = 1
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 = 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 =  

---------------------------------- REFRACTION -------------------------------------------

[LIGHT_LICENSEPLATE]
MESHES=vehicle_genericmud_car002
OFFSET= 0.05 ,0.01, 0
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.4
SPOT=170
SPOT_SHARPNESS=0.5
COLOR=13,16,19,1
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9



---------------------------------- Light Casts ----------------------------------


[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=100,110,130,0.2
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, 0.3, 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=0.7
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0.0, 0.685, 2.14
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

[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, -2.1
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

[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


---------------------------------- AUDIO ENGINE ----------------------------------


[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=0
ENGINE_INT_BOOST=0
TURBO_THROTTLE=0

[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 = 1.0
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = 1
SKID_INT = 1

---------------------------------------MATERIALS-----------------------------------

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial =ExtBody
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = ExtBody
LocalReflectionsForce = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 1

[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.06

;rims
[Material_CarPaint_Metallic]
Materials = WH1
UseMetallicReflections = 1
FresnelMax = 0.15
FresnelC = 0.5
BrightnessAdjustment = 1
SpecularBase = 0.05, 2
SpecularSun = 0.005, 1.5
NormalsMode = BASIC
ClearCoatIntensity = 0


typ svart
[INCLUDE: common/materials_carpaint.ini]
[Material_InteriorPBRDetail]
Meshes=door_lf_ok_SUB0
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 55
ApplyTilingFix = 1
BrightnessAdjustment = 0.05
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.1
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

Exterior Chrome
[Material_InteriorPBRDetail]
Meshes=Object27211,Object27221
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 180
ApplyTilingFix = 0
BrightnessAdjustment = 0.13
DetailNormalPBRSmoothness = 0.95
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.2
Reflectance = 0.2
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1


NOS
[Material_InteriorPBRDetail]
Meshes=
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 1
ApplyTilingFix = 1
BrightnessAdjustment = 0.05
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.1
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1



[INCLUDE: common/materials_interior.ini]

;interior PBR
INT
[Material_Plastic_v2]
Materials=IntPlastic
Smoothness=0.2
DetailScale=40
Brightness=0.15

INT
[Material_Carbon]
Materials=IntCarbon
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=carbon_fiber2.png
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=carbon_fiber_nm2.png
DetailScale=1144
Brightness=0.4
DetailNormalBlend=1
;Ext Carbon
[Material_Carbon]
Materials = ExtCarbon
Brightness=0.2

INT
[Material_Carbon]
Materials=INT_Steer_Carbon
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=MAT_Carbon.dds
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=MAT_Carbon_NM.dds
DetailScale=100
Brightness=0.8
DetailNormalBlend=0

[Material_Leather]
Materials=
Brightness=0.45

[Material_Metal_v2]
Materials=EXT_Akrapovic_Chrome
Brightness=0.65

[Material_Leather]
Materials=InteriorAO,IntLeather2
Brightness=0.65
DetailScale=120
Reflectance = 0.01
[Material_Plastic]
Meshes=defender_SUB1,defender_SUB0
Brightness=0.5


[Material_Leather]
Materials=IntLeather1,InteriorLeather,IntPerforatedLeatherSeats
Brightness=0.9
OcclusionMult=0.5

[Material_Leather]
Materials=INT_Seat_Embossed
Brightness=1
OcclusionMult=0.75


[Material_Metal_v2]
Materials
DetailScale=0
Metalness=0.0

[Material_Metal_v2]
Meshes=
DetailScale=12
Metalness=0.1

[Material_Plastic]
Materials=INT_Steer_Plastic
Brightness=0.8
Reflectance = 0.02
Smoothness = 0.5

[Material_Plastic]
Materials=INT_Steer_Embossed
Brightness=0.3

;exterior PBR

[Material_Metal_v2]
Materials = chromebarrel
DetailScale=0
Metalness=0.01
BrightnessAdjustment = 0.0


[Material_Metal_v2]
Meshes = ExtChrome
DetailScale=11
Metalness=0.1
OcclusionMult = 2
BrightnessAdjustment=0.1

[Material_Metal_v2]
Materials=
DetailScale=0
LocalReflectionsSharpness=0.01
CubemapReflectionBlur=0.8
Metalness=0
Brightness=0.3

[Material_Metal_v2]
Materials=MiscWing
DetailScale=0
LocalReflectionsSharpness=0.01
CubemapReflectionBlur=0.9
Metalness=1
Brightness=0.5

[Material_Metal_v2]
Meshes=
DetailScale=0
LocalReflectionsSharpness=0.01
Brightness=1
Reflectance=0
Metalness=0.6
RESOURCE_0=txEmissive
RESOURCE_TEXTURE_0=taillight_emissive.dds

[Material_Plastic_v2]
Meshes=bmw_135icoupe_09_lod0_headlightL_chrome___872_vertices_1272_faces,bmw_135icoupe_09_lod0_headlightR_chrome___872_vertices_1380_faces
DetailScale=0
LocalReflectionsSharpness=0.01
CubemapReflectionBlur=0.8
Smoothness=1
Reflectance=0.2
Brightness=0.5
RESOURCE_0=txEmissive
RESOURCE_TEXTURE_0=taillight_emissive.dds

[Material_Plastic_v2]
Meshes=
LocalReflectionsSharpness=0.01
CubemapReflectionBlur=0.8
Smoothness=0.7
Reflectance=0.1
Brightness=0.25
DetailScale=0
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=taillight_emissive.dds

[Material_Metal_v2]
Materials=head_light
DetailScale=250
Brightness=1
Reflectance=0
Metalness=0.6
DetailNormalBlend=1
RESOURCE_0=txEmissive
RESOURCE_TEXTURE_0=taillight_emissive.dds
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=square_nm.dds

[Material_Plastic_v2]
Materials=ExtPlastic
Smoothness=0.1
Reflectance=0.05
Brightness=0.3
DetailScale=0

[Material_Plastic_v2]
Materials=EXT_Grid
Meshes=EXT_Plastic
Smoothness=0.9
Reflectance=0.1
Metalness=0
Brightness=0.5
DetailScale=0

[Material_Plastic_v2]
Materials=Dark
Smoothness=0.9
Reflectance=0.1
Metalness=0
Brightness=0.3
DetailScale=0

[Material_Metal_v2]
Materials=logo_bmw_m
DetailScale=0
Brightness=.81
Reflectance=0
Metalness=.41

[Material_Plastic_v2]
Materials = StertmanReg
Brightness = 0.75
Smoothness = 0.925
DetailScale = 0
ColorSource = DIFFUSE

[INCLUDE: common/materials_glass.ini]

[Material_Glass]
Materials = headlighs_glass,GlassClear
ThicknessMult = 1
IOR = 2
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
PROP_1... = ksAmbient, 0.11

[Material_Glass]
Materials=
MaskPass=0
Desaturate=0
FilmIOR=3
ThicknessMult=0

[Material_Glass]
Materials=GlassRed
EXTRA_MASK_PASS_COLOR=255,0,0
MaskPass=2
Desaturate=0
ThicknessMult=0.5
BrightnessAdjustment=0.2


[Material_Glass]
Materials=tg
EXTRA_MASK_PASS_COLOR=255,0,0
MaskPass=1
Desaturate=0
ThicknessMult=1
BrightnessAdjustment=0.5

; Red Glass
[Material_Glass]
Materials = tg1
IOR = 1.5           ; looks better like this
FilmIOR = 1.5      ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1 ; thicker glass passes less light through
ProfileFix = 0    ; adds thickness to glass for glazing angles
MaskPass = 1.2      ; mask pass opacity
MaskPassColor = 255, 5, 0  ; mask pass color adjustment
BrightnessAdjustment = 1
Desaturate = 0
Refraction = 1
ExtraLightsAdjustment = 0
UseNormalMapWithAlpha = 1

[Material_Glass]
Materials=Window,WindowDark
MaskPass=0.0
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=.51
Desaturate=0
FilmIOR=2.1

[SHADER_REPLACEMENT_...]
MESHES = Object095
CULL_MODE = DOUBLESIDED

