[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]



[EMISSIVE_LIGHT_0]
NAME=R33_L_headlight_inner_glass, R33_R_headlight_inner_glass              ;Meshes that light up
COLOR=15,20,25,10                              ;colors R,G,B,A (A=Alpha which is for brightness)
FALLBACK_LOWBEAM_COLOR=0,0,0
LOCATION=FRONT                              ;Obvious
CAST_LIGHT=1                                ;Obvious
CLUSTER_THRESHOLD=0
LAG= 0.8                                    ;How long it takes for the whole process to start

[EMISSIVE_LIGHT_1]
NAME=HEAD                 ;Meshes that light up
COLOR=15,20,25,10                              ;colors R,G,B,A (A=Alpha which is for brightness)
FALLBACK_LOWBEAM_COLOR=0,0,0
LOCATION=FRONT                              ;Obvious
CAST_LIGHT=1                                ;Obvious
CLUSTER_THRESHOLD=0
LAG= 0.8                                    ;How long it takes for the whole process to start

[EMISSIVE_LIGHT_2]
NAME=R33_F_bumper_Nismo_indicator_glass                 ;Meshes that light up
COLOR=200, 100, 0, 0.3                              ;colors R,G,B,A (A=Alpha which is for brightness)
FALLBACK_LOWBEAM_COLOR=0,0,0
LOCATION=FRONT                              ;Obvious
CAST_LIGHT=1                                ;Obvious
CLUSTER_THRESHOLD=0
LAG= 0.8                                    ;How long it takes for the whole process to start


[EMISSIVE_REVERSE_0]
NAME=R33_L_taillight_reverse
COLOR=50, 50, 50
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_REVERSE_1]
NAME=R33_R_taillight_reverse
COLOR=50, 50, 50
LAG=0.8
SIMULATE_HEATING=0.3


[ANIMATION_...]
INPUT = EXTRA_A            ; bind to reverse gear
FILE = hood.ksanim    ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = radio1 ; display mesh   ; Use Name of "screen" 
Resolution = 1920,1080    ; texture resolution
Size =   1920,1080       ; size of the screen area
Offset = -0, -0         ; left top corner of screen area
Scale = 0.5             ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.5, -2.4  ; position of rear view camera
aftermarketComponent = 1    ;If car is older than 2006 or doesnt show up, set to 1 if not set to 0



[WOBBLY_BIT_...]
NAME = HKS_EXHAUST        ; 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 = 0.004                ; 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 = 24                      ; how much G-forces affect node’s speed
GRAVITY_GAIN = 3                ; how much gravity affects node’s speed
OFFSET_GAIN = 2000              ; how strong is returning force
STIFF_AXIS = 1, 1, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 1      ; 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

[LIGHT_FLAME_0] ; Flame Brightness
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=1
COLOR=5,1,1,1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=7
RANGE_GRADIENT_OFFSET=0.2
SPOT=238.322
SPOT_SHARPNESS=0.0

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=40 ; flame size
ANTILAG_INTERVAL_MAX=7200
ANTILAG_INTERVAL_MIN=2000
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.001 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=5 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=30; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7200 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=4000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=1 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=18 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6800
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=12 ; flame size
LIMITER_RPM_THRESHOLD=4500 ; limiter flames will not shoot below this rpm

[EMISSIVE_TURNSIGNAL_LEFT_1] #left rear
NAME=R33_L_taillight_signals_glass_outer
COLOR=200, 100, 0, 0.3
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_1] #right rear
NAME=R33_R_taillight_signals_glass_outer.001
COLOR=200, 100, 0, 0.3
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_0] #front left
NAME=R33_L_headlight_inner_glass_indicator, R33_FLQP_turn_signal_glass
COLOR=200, 100, 0, 0.3
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_0] #front right
NAME=R33_R_headlight_inner_glass_indicator, R33_FRQP_turn_signal_glass
COLOR=200, 100, 0, 0.3
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT


[BRAKEDISC_FX_FRONT]
AMBIENT_MULT=1.6
DISC_INTERNAL_RADIUS=0.12
DISC_INTERNAL_RADIUS_SHARPNESS=100
REFLECTION_MULT=2
RIM_INTERNAL_RADIUS=0.08
SIMPLIFY_NORMALS_K=0

[BRAKEDISC_FX_REAR]
AMBIENT_MULT=1.6
DISC_INTERNAL_RADIUS=0.12
DISC_INTERNAL_RADIUS_SHARPNESS=100
REFLECTION_MULT=2
RIM_INTERNAL_RADIUS=0.08
SIMPLIFY_NORMALS_K=0

[EMISSIVE_LIGHT_...]
NAME = R33_interior_decals
COLOR = 1,1,1,3
OFF_COLOR = 1,1,1,1.2
LAG = 0.1
SIMULATE_HEATING = 0.6
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME = R33_interior_gauges, SPEED_SUB1, RPMQ_SUB1, R33_interior_gauge_needles, R33_interior_main_SUB1
COLOR = 1,1,1,4
OFF_COLOR = 1,1,1,1.2
LAG = 0.1
SIMULATE_HEATING = 0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME = needle002_SUB1, needle003_SUB1, needle004_SUB1
COLOR = 5,-10,-10,5
OFF_COLOR = 1,1,1,1.2
LAG = 0.1
SIMULATE_HEATING = 0
CAST_LIGHT=1

;emissives

[EMISSIVE_HIGHBEAM_0]   
NAME=EXT_HLHighbeams
COLOR=135,220,350,0.15
CAST_LIGHT	=	1
LOCATION=FRONT


[EMISSIVE_...]
NAME=indicator_F_refract
LAG=0.5
BIND_TO = TURNSIGNAL_LEFT
COLOR=100,40,0
CAST_LIGHT = 1
LOCATION=FRONT
CHANNEL=3

[EMISSIVE_...]
NAME=indicator_F_refract
LAG=0.5
BIND_TO = TURNSIGNAL_RIGHT
COLOR=100,40,0
CAST_LIGHT = 1
LOCATION=FRONT
CHANNEL=4

[EMISSIVE_...]
NAME=indicator_R_refract
LAG=0.5
BIND_TO = TURNSIGNAL_LEFT
COLOR=100,40,0
CAST_LIGHT = 1
LOCATION=REAR
CHANNEL=3

[EMISSIVE_...]
NAME=indicator_R_refract
LAG=0.5
BIND_TO = TURNSIGNAL_RIGHT
COLOR=100,40,0
CAST_LIGHT = 1
LOCATION=REAR
CHANNEL=4

[EMISSIVE_...]
NAME=indicator_R_refract
LAG=0.5
BIND_TO = REVERSE
COLOR=40,40,40
CAST_LIGHT = 1
LOCATION=REAR
CHANNEL=0

[EMISSIVE_...]
NAME=EXT_Taillight
LAG=0.4
BIND_TO = BRAKE
COLOR=500,60,0.5
FALLBACK_HEADLIGHTS_COLOR=700,40,0,0.35
CAST_LIGHT = 1
LOCATION=REAR
CHANNEL=0

[EMISSIVE_...]
NAME=EXT_Taillight
LAG=0.4
BIND_TO = BRAKE
COLOR=500,60,0.5
FALLBACK_HEADLIGHTS_COLOR=700,40,0,0.35
CAST_LIGHT = 1
LOCATION=REAR
CHANNEL=1

[EMISSIVE_...]
NAME=chmsl_refract
LAG=0
SIMULATE_HEATING=0
BIND_TO = BRAKE
COLOR=500,300,0,0.5
CAST_LIGHT = 1
LOCATION=REAR

; instruments

[DI_TURBO_BOOST_...]
DIGITAL_ITEM = 4
INPUT_MULT=100
INPUT_ROUND=1
DIGITAL_ITEM_NUMBER_FORMAT = 0.0

[DI_GAS_...]
DIGITAL_ITEM = 5
INPUT_MULT=100
INPUT_ROUND=1
DIGITAL_ITEM_NUMBER_FORMAT = 0.0

[DI_RPM_...]
DIGITAL_ITEM = 6
INPUT_MULT=0.01
INPUT_ROUND=1
DIGITAL_ITEM_NUMBER_FORMAT = 0.0

[DI_TURBO_WASTEGATE_...]
DIGITAL_ITEM = 7
INPUT_MULT=200
INPUT_ROUND=1
DIGITAL_ITEM_NUMBER_FORMAT = 0.0

[ANALOG_INDICATOR_...]
BIND_TO=OIL
NAME=INT_OilPres
USE_BAR=1
MIN_VALUE=0
MAX_VALUE=8
INPUT_LAG_UP=0.0
INPUT_LAG_DOWN=0.0
LUT=(0=0|8=70)

[ANALOG_INDICATOR_...]
BIND_TO=OIL
NAME=needle002
USE_BAR=1
MIN_VALUE=0
MAX_VALUE=12
INPUT_LAG_UP=0.0
INPUT_LAG_DOWN=0.0
LUT=(0=0|12=270)

[ANALOG_INDICATOR_...]
BIND_TO=WATER_TEMP
NAME=INT_Water
MIN_VALUE=20
MAX_VALUE=120
INPUT_LAG_UP=0.0
INPUT_LAG_DOWN=0.0
LUT=(20=0|120=70)


[AUDIO_VOLUME]
ENGINE_EXT = 3
ENGINE_INT = 3
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1.0
TURBO = 1

[AUDIO_PITCH]
ENGINE_EXT = 0.86
ENGINE_INT = 0.86
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1.0
TURBO = 1.0
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0





[WIPERS_TRACE_...]
SURFACE =R33_F_windshield
WIPERS=R33_F_right_wipers,R33_left_wipers

[ANIMATED_WIPER_...]
MESHES =R33_F_right_wipers,R33_left_wipers
UNDERLYING_SURFACE =R33_F_windshield 
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES=R33_F_right_wipers,R33_left_wipers
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1
[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = R33_F_right_wipers, R33_left_wipers
UNDERLYING_SURFACE = R33_F_windshield
GROUP_0 = 'R33_left_wipers@A=*'
GROUP_0_ANGLE_TO = -89
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = 0.6779255, 0.81740475, 0.73999274
GROUP_0_PIVOT = -0.012947516, 0.77942926, 0.97833836
GROUP_1 = 'R33_F_right_wipers@A=*'
GROUP_1_ANGLE_FROM = -4.5
GROUP_1_ANGLE_TO = -69.9
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = 0.09020007, 0.8329534, 0.8931011
GROUP_1_PIVOT = -0.65087783, 0.7704044, 0.8521732

────────────────────── 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=0.998
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


;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = Glass_Material, Window_Material
ThicknessMult = 0.8
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=3.0


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

[INCLUDE: common/materials_interior.ini]

[Material_DigitalScreen]
Meshes =
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 = 0.3
DetailScale = 80
DetailTextureBlur = 1
DetailNormalBlend = 1
Reflectance = 0.02
Smoothness = 0.1

;Int Fake Leather
[Material_Plastic_v2]
Materials = int_fake_leather
BrightnessAdjustment = 0.2
DetailScale =80
DetailNormalBlend = -0.5
Reflectance = 0.02
Smoothness = 0.1


;Int Smooth Plastic
[Material_Plastic_v2]
Materials = gaugepod
BrightnessAdjustment = 0.02
DetailScale = 10
DetailTextureBlur = 1
DetailNormalBlend = 1
Reflectance = 0.05
Smoothness = 0.2

;Int Piano Black
[Material_Plastic_v2]
Materials = INT_Decals_Plastic_Base
BrightnessAdjustment = 0.2
DetailScale = 0
Reflectance = 0.15
Smoothness = 0.999999

;Int Alcantara
[Material_Velvet_v2]
Materials = 
DetailScale=70
DetailNormalBlend = 1
BrightnessAdjustment=0.17
ApplyTilingFix=0

;Int Carpet
[Material_Velvet_v2]
Materials = int_fabirc
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.0
DetailScale = 60
ClothSheenColor = 1,1,1
BrightnessAdjustment = 0.1



;Int Detailed Leather
[Material_LeatherDetailed]
Materials =
Smoothness = 0
Reflectance = 0.004
ApplyTilingFix = 0
HasDetailNormals = 1
DetailNormalBlend = 0.1
DetailScale = 140
DetailNormalPBRFormat = 1
DetailNormalTexture = common/pbr_leather_spotty.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.5

[Material_Leather_v2]
Materials= int_leather
DetailScale = 77
DetailNormalPBRSecondaryColor = 0.5, 0.5, 0.5, 0.1
Brightness = 1

;Int Old Leather
[Material_Leather_v2]
Materials = INT_wheelLeather
Reflectance = 0.02
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1 1, .08
DetailScale = 35
BrightnessAdjustment = 0.14
DetailNormalBlend = 1
;Int Alu 1 
[Material_Aluminium_v2]
Materials = sportcomp2_main
BrightnessAdjustment = 0.22
Metalness = 0.2
Reflectance = 0.3
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

;Int brushed
[Material_Metal_v2]
Meshes = GEO_steer_SUB2
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_brushed.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_brushed_detail.dds
DetailNormalBlend =0.5
DetailScale =21
Metalness = 0.1
BrightnessAdjustment = 0.02
Smoothness = 0.1
Reflectance = 0.5
DetailNormalPBRSmoothness = 1.75

;Int Carbon
[Material_Carbon]
Materials=
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

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

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metal]
Materials = EXT_RIM
UseMetallicReflections = 1
FresnelMax = 3
FresnelC = 0.2
FlakesK = 2
ClearCoatThickness = 0.06
ColoredSpecular = 1.0
AmbientSpecular = 0.5
BrightnessAdjustment = 0.38

────────────────────── MATERIALS (EXTERIOR) ────────────────────────
[Material_Aluminium_v2]
Materials= ext_chassi_dark_plastic_metal
Smoothness = 0.0
Metalness = 0.4
Reflectance = 0.4
BrightnessAdjustment = 0.4
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.4
DetailScale = 60
DetailNormalBlend = 10
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0.05
ApplyTilingFix = 1

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

;Ext Metal
[Material_Metal_v2]
Materials = 
BrightnessAdjustment = 0.25
DetailScale = 1
Metalness = 0.6
Reflectance = 0.001
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=pipe1z.dds




;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_plastic
Metalness = 0.00
Reflectance = 0.03
Smoothness = 0.4
BrightnessAdjustment = 0.2
ApplyTilingFix = 1
DetailScale = 0

[Material_Plastic_v2]
Materials =EXT_PLASTIC_HDL_HOUSE
Metalness = 0.00
Reflectance = 0.1
Smoothness = 0.4
BrightnessAdjustment = 0.012s
ApplyTilingFix = 1
DetailScale = 0

;Ext Smooth Plastic
[Material_Plastic_v2]
Materials =ext_gloss_plastic
Metalness = 0.00
Reflectance = 0.2
Smoothness = 0.4
BrightnessAdjustment = 0.01
ApplyTilingFix = 1
DetailScale = 0

;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 = vehicle_generic_carbon
DetailScale = 500
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_CARBON_NM.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_CARBON_D.dds
Brightness = 0.2
ClearCoatF0 = 0.2
CubemapReflectionBlur = 0,0

























