[INCLUDE] 
INCLUDE=common/selflighting.ini, common/materials_glass.ini, common/materials_license_plate.ini, common/materials_interior.ini, common/materials_carpaint.ini, common/custom_emissive.ini, common/navigators.ini, common/conditions.ini
──────────────────────────────────────────────
[BASIC]
IS_LOW_BEAM_AVAILABLE = 1
HEADLIGHTS_ARE_HEADLIGHTS=1
ENGINE_STALLED_RPM_THRESHOLD=200
[REAL_MIRROR_0]
ASPECT_MULT=0.5
FLIP=0
FOV=15.95
IS_MONITOR=0
MONITOR_SHADER_TYPE=0
ROTATION=0,0

[REAL_MIRROR_2]
ASPECT_MULT=0.5
FLIP=0
FOV=15.95
IS_MONITOR=0
MONITOR_SHADER_TYPE=1
ROTATION=0,0


──────────────────────────────────────────────
[DATA] 
DISABLE_LIGHTSINI = 1
──────────────────────────────────────────────
[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.4
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7
──────────────────────────────────────────────
[LIGHTING]
EMISSIVE_MULT=1
──────────────────────────────────────────────
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1
──────────────────────────────────────────────
[BRAKEDISC_FX]
ACTIVE = 1
DISC_RADIUS = 0.3          ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.05  ; radius of an inside part of a brake disc
────────────────────── SHADER_REPLACEMENT ────────────────────────
[SHADER_REPLACEMENT_...]
MATERIALS = ?
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = 
MESHES = 
CULL_MODE = DOUBLESIDED
DOUBLE_FACE_SHADOW_BIASED = 1
IS_TRANSPARENT = 1
BLEND_MODE = = ALPHA_TEST  ; OPAQUE, ALPHA_TEST, ALPHA_BLEND


[SHADER_REPLACEMENT_...]
MATERIALS = INT_WARNING,INT_SW_DECAL
BLEND_MODE =  ALPHA_TEST

[SHADER_REPLACEMENT_...]
MATERIALS = INT_CLUSTER_RPM,INT_CLUSTER_ARRO
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...] 
MATERIALS = Material #56
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelC, 0.02

[SHADER_REPLACEMENT_...] 
MATERIALS = INT_SW_DECAL
PROP_... = ksSpecular, 0.03
[SHADER_REPLACEMENT_...] 
MATERIALS =jante_1 
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

──────────────────────────────────────────────
[EXTRA_FX]
MASK_GBUFFER =material:EXT_GLASS?
SKIP_GBUFFER = 
GLASS_FILTER =

[REFLECTIONS_FX]
MASK_GBUFFER =
────────────────────── Lights Cast────────────────────────
[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
AMBIENT_INFLUENCE = 0.85
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.1
COLOR=1,1,1,10
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.2, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=80
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.646
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.5
OFF_MULT=0
OFF_POSITION=0, 0.52, 2
OFF_RANGE_MULT=0.3
POPUP_ENABLED=1
POSITION=, 0.641, 1.74
RANGE=100
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=1
SPOT=65
SPOT_EDGE=0.03, 0.03, 0.03
SPOT_EDGE_SHARPNESS=20
SPOT_SHARPNESS=0.1
SPOT_UP=0.02, 1, 0

[LIGHT_BRAKES]
COLOR=2, 0, 0, 3
POSITION=0, 0.4, -2.5 	
MIRROR=0.7		
DIRECTION=-0, -1,-1	

[LIGHT_REVERSE_0]
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

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

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metal]
Materials=EXT_CALIPER_PAINT,INT_SW_COLOR
[Material_CarPaint_Solid]
Materials=EXT_RED

────────────────────── MATERIALS (GLASS) ────────────────────────
[INCLUDE: common/materials_glass.ini]
ExteriorGlassHeadlightsMeshes=
ExteriorGlassFilmedMaterials=


[Material_Glass]
Materials =EXT_GLASS
ThicknessMult = 1
ExtraLightsAdjustment = 0
PROP_1... = ksAmbient, 0.01
IOR = 2.0
;UseNormalMapWithAlpha = 1
[Material_Glass]
Meshes=lodA_Exterior_a_GlassOuter_1_Hard_NonTextured_Skinned_Geo
IOR = 1.5

[Material_Glass]
Materials = EXT_GLASS_RED
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 = 1.0      ; mask pass opacity
MaskPassColor = 255, 5, 0  ; mask pass color adjustment
BrightnessAdjustment = 0
Desaturate = 0
[Material_Glass]
Materials =EXT_SIDEMARKER_GLASS
IOR = 1.5        ; looks better like this
FilmIOR = 1.5    ; redefine IOR for external film layer to increase reflections

[Material_Glass]
Materials=EXT_WINDOWS
FilmIOR=2.5
;MaskPass=0.6
;EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=3

[Material_PhotoelasticGlass]
Meshes = 
FilmIOR=2.5
ExtraLightsAdjustment=0
────────────────────── MATERIALS (EXTERIOR) ────────────────────────
;Ext Metal
[Material_Metal_v2]
Meshes= EXT_BADGE_CHROME_TRUNK
[PARTICLES_FX]
SMOKE_BLOCK_START = 0.2
SMOKE_BLOCK_END = 0.8
;SMOKE_COLOR = 1, 0.25, 0.25 ; Vermelho

SMOKE_FORCE_THICKNESS  =  1

[PARTICLES_FX_SMOKE_0]
TYRES_LEFT = 1
;COLOR = 1, 0.75,0.25

[PARTICLES_FX_SMOKE_1]
TYRES_RIGHT = 1
;COLOR = 1, 0.15, 0.15

;Ext Coloured Light
[Material_InteriorPBRDetail]
Materials = 
Smoothness = 1
Metalness = 0.5
Reflectance = 0.2
BrightnessAdjustment = 0.4
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1

;Ext Alu Old
[Material_AluminiumOld_v2]
Materials = 
Metalness = 0.2
Reflectance = 0.2
Brightness = 0.5

;Ext Alu
[Material_Aluminium_v2]
Materials = TE37SL02,TE37SL01
Metalness = 0.4
Reflectance = 0.4
BrightnessAdjustment = 0.25
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

;Ext Metal Old
[Material_MetalOld_v2]
Materials =Rays_GramLights_56FZX,Rays_GramLights_56FZX_CenterCap,BBS_lm_chrome
Metalness = 0.9
Reflectance = 0.5
Brightness = .5
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0



[Material_Plastic]
Materials = EXT_GLOSS_PLASTIC
Reflectance = 0.05
Smoothness = 0.99
DetailNormalBlend = 0
BrightnessAdjustment = 0.04
DetailScale = 0
[Material_Carbon]
Materials =EXT_PLATE__CARBON_HUGO
DetailScale = 70

;Ext Carbon 2
[Material_Carbon]
Materials =EXT_CARBON
HasDetailNormals = 1
Smoothness = 0.9
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = .3
DetailScale = 420
[Material_Carbon]
Materials =INT_SW_CARBON
DetailScale = 150
DetailNormalBlend = 1


[Material_Carbon]
Materials =INT_CARBON
DetailScale = 150
DetailNormalBlend = 1
[Material_Carbon]
Materials =INT_PADDLES_CARBON
DetailScale = 150
DetailNormalBlend = 1


────────────────────── MATERIALS (INTERIOR) ────────────────────────
[Material_InteriorPBR]
Materials = 
Meshes =
RESOURCE_0 =
RESOURCE_TEXTURE_0 =
ColorSource = DIFFUSE
DetailTexture = 
DetailNormalTexture =
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
OcclusionMult = 1.0 
UseClearCoat=1
BrightnessAdjustment = 1
Metalness = 0
Reflectance = 0
DetailScale =0
CubemapReflectionBlur = 0
Smoothness =0
HasDetailNormals=0


[Material_InteriorPBR]
Materials = INT_PATTERN_B

[Material_Metal_v2]
Materials = EXT_EXHAUST
DetailTexture = EXT_TITANIUM_TEXTURE.dds
DetailScale =1
Metalness =.87
BrightnessAdjustment = 0.25

[INCLUDE: common/materials_interior.ini]

;Int Digital Screen
[Material_DigitalScreen]
Meshes = 
MatrixType = IPS          ; valid values: IPS, TN
UseTextureCoordinates = 1  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 480       ; amount of pixels horizontally
ScreenAspectRatio = 1   ; aspect ratio, height/width
Emissive = 1.2             ; screen brightness
FlipXY = 0                 ; rotate display 90°

;Int Plastic
[Material_Plastic]
Materials = INT_PLASTIC_MORE_GLOSS
DetailScale=0

[Material_Metal_v2]
Materials = INT_GLOSS_PLASTIC
DetailScale=0
Reflectance = 0.05
Smoothness = 0.99
Metalness=0.7
Brightness=0.1
[Material_Plastic]
Materials =INT_PLASTIC
BrightnessAdjustment = 0.10
DetailScale=0


;Int Alcantara
[Material_Velvet_v2]
Materials = INT_ROOF
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.5
DetailScale = 40
ClothSheenColor = 1, 1, 1

;Int Fabric
[Material_Fabric_v2]
Materials = 
Reflectance = 0.02
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.3
UseClothShading = 1
Reflectance = 0.4
ClothSheenColor = 1, 1, 1

;Int Carpet
[Material_Carpet_v2]
Materials = 
Reflectance = 0.04
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

;Int Leather 2
[Material_Leather_v2]
Materials =
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailNormalBlend = -1

;Int Leather 1
[Material_Leather]
Materials=INT_LEATHER
DetailScale = 80
[Material_Leather]
Materials=INT_LEATHER_PERFORATED,INT_LEATHER_SW_COLOR

;Int Metal
[Material_Metal_v2]
Materials = INT_CHROME




;Int Metal Old
[Material_MetalOld_v2]
Materials = 
BrightnessAdjustment = 1
DetailNormalPBRSmoothness = 0.9
Metalness = 0.3
Smoothness = 0.01
Reflectance = 0.2
DetailScale = 0



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

;Plate Light
[EMISSIVE_LIGHT_...]
NAME=
COLOR=255, 255, 255, 0.05
OFF_COLOR=0,0,0
CAST_LIGHT=1
LAG = 0.8

[LIGHT_LICENSEPLATE]
MESHES=boot_SUB7.001
OFFSET= 0.01 ,0.01, .00
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.4
SPOT=170
SPOT_SHARPNESS=0.5
COLOR=16,16,19,1
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9


────────────────────── EXT LIGHTS ────────────────────────
; Lowbeam 
[EMISSIVE_LIGHT_...] 
NAME=LOWBEAM
COLOR=120,120,160      
LAG=0.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; High Beam
[EMISSIVE_HIGHBEAM_...] 
NAME=HIGHBEAM
COLOR=120,120,160
LAG=0.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

Low Beam + Highbeam
[EMISSIVE_HIGHBEAM_...] 
NAME=
COLOR=320,240,210, 2
FALLBACK_HEADLIGHTS_COLOR=320,240,210, 1
LAG=0.6
SIMULATE_HEATING=0.5

; DRL

[EMISSIVE_LIGHT_...]  
NAME=lodA_LightFront_a_PatternANoAlpha_1_Hard_NonTextured_Skinned_Geo
COLOR=120,20,0,.7
OFF_COLOR=120,20,0,0.7
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]  
NAME=EXT_SIDEMARKER_LIGHT
COLOR=120,20,0,0
OFF_COLOR=120,20,0,0
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5



────────────────────── TAIL LIGHTS ────────────────────────

;DRL 
[EMISSIVE_LIGHT_...] 
NAME=EXT_TAILLIGHT_2
COLOR=50,5, 0, 2.5
LAG=0.5
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

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

;DRL + BRAKE 
[EMISSIVE_BRAKE_...]
NAME=EXT_TAILLIGHT_1
COLOR=50, 5,0,5
FALLBACK_HEADLIGHTS_COLOR=50,5, 0, 2.5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

;EMERGENCY BRAKE
[EMISSIVE_BRAKE_...] 
NAME=EXT_THIRD_BRAKE
COLOR=110, 3, 00, 5
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 3, 0, 5
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking
[!EMISSIVE_BRAKE_...] 
NAME=EXT_BRAKE_RAIN
COLOR=110, 3, 00, 2
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 3, 0, 2
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking





────────────────────── REVERSE LIGHT ────────────────────────
; Reverse Lights
[EMISSIVE_REVERSE_...] 
NAME =EXT_REVERSE ; name (one or more) of a mesh to glow
COLOR = 10,10,15,5     ; glowing color if condition is met
LAG = 0.2                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1        ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
────────────────────── INDICATORS ────────────────────────
; Front Left Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...]  
NAME=EXT_DRL_LF
COLOR=100,20,0
FALLBACK_BASE_COLOR=100,100,120,.4
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE

; Left Mid Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=EXT_TURN_ML 
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE

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

; Front Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=EXT_DRL_RF
COLOR=100,20,0
FALLBACK_BASE_COLOR=100,100,120,.4
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
; Mid Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=EXT_TURN_MR
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1

; Rear Right Turnsignal 
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=EXT_TAIL_TURN_RR
COLOR=100,30,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
────────────────────── OUTSIDE EMISSIVE FX ────────────────────────
[EXTRA_FX_EMISSIVE_...]
MESHES = LOWBEAM
RANGE = 0.2
COLOR = 0.02
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

[EXTRA_FX_EMISSIVE_...]
MESHES = HIGHBEAM
RANGE = 0.35
COLOR = 0.02
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

[EXTRA_FX_EMISSIVE_...]
MESHES = EXT_TAILLIGHT_1,EXT_TAILLIGHT_2
RANGE = 0.03
COLOR = 0.005
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 = -0.005
[EXTRA_FX_EMISSIVE_...]
MESHES =EXT_TAIL_TURN_RR,EXT_TAIL_TURN_LR
RANGE = 0.06
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 = -0.005

[EXTRA_FX_EMISSIVE_...]
MESHES =EXT_DRL_LF,EXT_DRL_RF
RANGE = 0.06
COLOR = 0.005
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 = -0.000

[EXTRA_FX_EMISSIVE_...]
MESHES =lodA_LightFront_a_PatternANoAlpha_1_Hard_NonTextured_Skinned_Geo
RANGE = 0.026
COLOR = 0.0015
DIRECTED = 0
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 = -0.000



[INCLUDE: common/selflighting.ini]



────────────────────── REFRACTION ────────────────────────
[REFRACTING_HEADLIGHT_0]
SURFACE =
INSIDE = 
INSIDE_BULBS=
OVERLAY = 
SYNC_EMISSIVE_AUTO=1
────────────────────── INT LIGHTS ────────────────────────

; Cluster Light
[EMISSIVE_LIGHT_...] 
NAME=INT_GPS,INT_AC_SCREEN
COLOR=2,2,2
OFF_COLOR=2
LAG=0.9
LOCATION=INTERIOR
[EMISSIVE_LIGHT_...] 
NAME=lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.011
COLOR=1
OFF_COLOR=1
LAG=0
LOCATION=INTERIOR


[EMISSIVE_LIGHT_...] 
NAME=material:INT_CLUSTER_ARRO
COLOR=4
OFF_COLOR=4
LAG=0.9
LOCATION=INTERIOR
[EMISSIVE_LIGHT_...] 
NAME=lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.010
COLOR=2
OFF_COLOR=4
LAG=0.9
LOCATION=INTERIOR
[EMISSIVE_LIGHT_...] 
NAME=lodA_Interior_a_Screens_1_Hard_NonTextured_NoSkin_Geo
COLOR=2
OFF_COLOR=4
LAG=0.2
LOCATION=INTERIOR0

; Interior Decal Lights
[EMISSIVE_LIGHT_...] 
NAME=lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_Geo,INT_SW_DECALS
COLOR=2,.2,0,2
LAG=0.8
LOCATION=INTERIOR
CAST_LIGHT=1
; Arrows Light

;RPM
[SCRIPTABLE_DISPLAY_...]
MESHES =lodA_Interior_a_Screens_1_Hard_NonTextured_NoSkin_Geo 
SCRIPT = screendata.lua


[EMISSIVE_...]
NAME = lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.003
INPUT =FUEL
CAST_LIGHT=1
INPUT_THRESHOLD = 5
COLOR = 1
TOGGLE_VISIBILITY=0

[EMISSIVE_...]
NAME = lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.005
INPUT =FUEL
CAST_LIGHT=1
INPUT_THRESHOLD = 15
COLOR = 1
TOGGLE_VISIBILITY=0

[EMISSIVE_...]
NAME = lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.004
INPUT =FUEL
CAST_LIGHT=1
INPUT_THRESHOLD = 10
COLOR = 1
TOGGLE_VISIBILITY=0
[EMISSIVE_...]
NAME =lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.006
INPUT =FUEL
CAST_LIGHT=1
INPUT_THRESHOLD = 25
COLOR = 1
TOGGLE_VISIBILITY=0
[EMISSIVE_...]
NAME =lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.007
INPUT =FUEL
CAST_LIGHT=1
INPUT_THRESHOLD = 35
COLOR = 1
TOGGLE_VISIBILITY=0
[EMISSIVE_...]
NAME =lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.008
INPUT =FUEL
CAST_LIGHT=1
INPUT_THRESHOLD = 45
COLOR = 1
TOGGLE_VISIBILITY=0
[EMISSIVE_...]
NAME =lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.009
INPUT =FUEL
CAST_LIGHT=1
INPUT_THRESHOLD = 50
COLOR = 1
TOGGLE_VISIBILITY=0
[EMISSIVE_...]
NAME = Circle.008
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 6700
COLOR = 10,2,0
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME = Circle.007
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 6400
COLOR = 10,2,0
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME = Circle.006
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 6200
COLOR = 10,2,0
TOGGLE_VISIBILITY=1


[EMISSIVE_...]
NAME = Circle.005
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 6000
COLOR = 10,2,0
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME = Circle.004
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 5800
COLOR = 10,2,0
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME = Circle.003
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 5600
COLOR = 10,2,0
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME = Circle.002
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 5400
COLOR = 10,2,0
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME = Circle.001
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 5200
COLOR = 10,2,0
TOGGLE_VISIBILITY=1

[CustomEmissiveMulti]
Meshes = Plane.003
Resolution = 812, 812
UseEmissive0AsFallback = 1
PROP_... = emAlphaFromDiffuse, 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = TURNSIGNAL_LEFT, Start = "62, 434", Size = "84, 104" , Color = "0, 10,0 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "0, 10,0 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "326, 438", Size = "77, 49", Color = "60,30,0",
@ = MultiItem, Role = DashWarningABS, Start = "326, 355", Size = "79, 60", Color = "60,30,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "60,30,0",
@ = MultiItem, Role = HANDBRAKE, Start = "501, 349", Size = "82, 71", Color = "80, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "80, 58", Color = "0, 9, 80",
@ = MultiItem, Role = LIGHT, Start = "414, 349", Size = "81, 71", Color = "0, 80, 0",
@ = MultiItem, Role = DashWarningSuspDamage, Start = "591, 425", Size = "77, 73" , Color = "60,0,0",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "60, 30, 0",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "60, 30, 0",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "680, 438", Size = "66, 63", Color = "60, 30, 0", InputThreshold = 40, InputSelector = MAX , InputSelectorPivot=5 , Lag=0.2 
@ = MultiItem, Role = DashWarningSeatbelt, Start = "161, 346", Size = "65, 76" , Color = "80, 0, 0",
@ = MultiItem, Role = DashWarningAirbag, Start = "240, 346", Size = "81, 80" , Color = "80, 0, 0",
@ = MultiItem, Role = GEAR_N , Start = "181, 46", Size = "117, 117" , Color = "80,80, 80", Lag = 0.9
@ = MultiItem, Role = GEAR_R , Start = "50, 46", Size = "117, 117" , Color = "80,80, 80", Lag = 0.9
@ = MultiItem, Role = GEAR_D , Start = "314, 46", Size = "117, 117" , Color = "80,80, 80", Lag = 0.9
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=13 ,InputInverse=1 , Lag=0.2, Color = "70,5,0", 
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=75 ,InputInverse=1 , Lag=0.2, Color = "10,10,10", 


────────────────────── INTERIOR EMISSIVE FX ────────────────────────
[EXTRA_FX_EMISSIVE_...]
MATERIALS =
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

[EXTRA_FX_EMISSIVE_...]
MESHES =lodA_Interior_a_Screens_1_Hard_NonTextured_NoSkin_Geo,lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.010   ; list of meshes
RANGE = 0.2  
COLOR = 1          
DIRECTED = 1           
INTERIOR_ONLY = 1        
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK =0
COVERAGE = 3         
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0    


[EXTRA_FX_EMISSIVE_...]
MESHES =INT_GPS
RANGE = 0.3
COLOR = 1          
DIRECTED = 1           
INTERIOR_ONLY = 1        
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK =0
COVERAGE = 3         
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0    

[EXTRA_FX_EMISSIVE_...]
MESHES =Plane.003
RANGE = 0.007  
COLOR = .01     
DIRECTED = 0          
INTERIOR_ONLY = 1        
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK =0
COVERAGE = 3       
SAMPLES_LIMIT 100     
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0    

────────────────────── STERO/GPS ────────────────────────
[Navigator_StyleModernDark]
Meshes = 
@ = Navigator_Size, Resolution = "512, 512", Size = "512, 272", Offset = "0, 120", Scale = 1.5
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

;other navigators
[Navigator_StyleRacing]
[Navigator_StyleSimpleDark]
[Navigator_StyleAndroidAuto]
[Navigator_StyleModernDark]

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = INT_GPS
Resolution = 930, 480
Size =930, 480
Offset = 0, 0
Scale = 1
RearCameraPosition = 0.0056, 0.914, -2.25
aftermarketComponent=1

[CAR_STEREO_...]
MESHES = 
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

────────────────────── 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

[!PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT = 1,1,1
TEMPERATURE_MULT =1
SIZE_MULT =  1.0
INTENSITY_MULT =1.00

[EXHAUST_FLAMES]
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.25 ; delay after throttle lift
DISCHARGE_DURATION=2 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.5; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.1; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7400 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=4000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.3
FLAT_SHIFT_DURATION=0.00
FLAT_SHIFT_GAS_THRESHOLD=40 
FLAT_SHIFT_INTENSITY=0.1
FLAT_SHIFT_PROBABILITY=0.7
FLAT_SHIFT_RPM_THRESHOLD=6850 
LIMITER=0.0 
LIMITER_DELAY=0.0 
LIMITER_INTENSITY=0.1
LIMITER_RPM_THRESHOLD=8499 
[SHAKING_EXHAUST_0]
MESHES =
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 2
POINT_0_SCALE = 0.175, 0.55, 0.1


[PARTICLES_FX_EXHAUST]
COLOR=0.7, 0.75, 0.9, 0.5
GROW=0.1, 0.1

────────────────────── 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 = 1
SKID_INT = 1

[1AUDIO_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 | 7000=7350 |)
ENGINE_INT_RPMS = (| 0=0 | 7000=7350|)

────────────────────── might be useful ────────────────────────
[ANIMATION_...]
INPUT = 
FILE = 
TIME = 1.0
INPUT_AS_PROGRESS = 0
LOOP_WHILE_ACTIVE = 0
LOOP_KEEP_UNTIL_DONE = 1
TICK_TOCK_MODE = 0
AFFECTS_INTERIOR_SHAPE = 0

────────────────────── HIDE ────────────────────────
[EMISSIVE_EXTRA_x_0] 
BIND_TO_EXTRA_x=1
BIND_TO_HEADLIGHTS=0
NAME = 
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.31
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1

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

[XEMISSIVE_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


[LIGHT_EXTRA_...]
AFFECTS_TRACK=0
COLOR=10
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=0
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0
MIRROR_DIRECTION=0
POSITION=0.373, 0.814, 0.274
RANGE=.5
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=.1
SPOT=80



────────────────────── ANALOG ARROWS ────────────────────────
;LUT
LUT = (| 0 = 0 | 20 = 17| 40 = 33  | 100 = 81  |  160 = 140 | 320 = 270 |)

[ANALOG_INDICATOR_...]
INPUT = SPEED
NAME = 
ZERO=0
MIN_VALUE=0
STEP=0.029

[ANALOG_INDICATOR_...]
INPUT = TURBO
NAME = 
USE_BAR = 0
ZERO=0
STEP=86.5
INPUT_LAG_UP = 0.98
INPUT_LAG_DOWN = 0.91

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = ARROW_RPM
ZERO=0
MIN_VALUE=0
STEP=0.031
SPEED_LAG = 0.0
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0

[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
──────────────────────────────────────────────
[!EXTRA_SWITCHES]
SWITCH_A = Foglight
SWITCH_B = Rear foglight
SWITCH_C = Interior dome light
SWITCH_D = Bat wing air intake

