[INCLUDE]
INCLUDE=common
[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]



----------------------------------------------------
--               EXHAUST               --
----------------------------------------------------

[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = 
COLOR = 25, 3, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 82
INPUT_MAX = 100
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[BASIC]
DIESEL_ENGINE = 0 		; or 1




[PARTICLES_FX_EXHAUST_0]
POSITION=-0.505,0.3404112,-2.208084
DIRECTION=-0.1075,0.18162,-0.9901286
COLOR=0.15,0.15,0.15			                ; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE=0.7,0.7				; how long particles last in the air before disappearing
SPEED=6				; how fast smoke particles fly from the exhaust
SPREAD=6				; initial spread of particles
STARTING_SIZE=0.6			; initial size of particles
SPAWN_OFFSET=0.07			; initial spawn point offset (length-wise)
INTENSTY=0.01,0			                ; smoke intensity
TEMPERATURE_LAG=10			; engine heating up (1 to disable)
SPEED_THRESHOLD=220,460 		; speed at which the smoke disappears

[PARTICLES_FX]
SPARKS_AS = STEEL ; base material tags for all the colliders including collider.kn5
BODY_SPARKS_AS = CARBON ; material tags for collider.kn5
COLLIDER_0_SPARKS_AS = TITANIUM, SKIDPAD ; material tags for COLLIDER_0 in colliders.ini
COLLIDER_1_SPARKS_AS = IRON ; material tags for COLLIDER_0 in colliders.ini

[WOBBLY_BIT_...]
NAME = 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

[EXHAUST_FLAMES]
ANTILAG=1.0
ANTILAG_DELAY=0.005
ANTILAG_INTENSITY=140
ANTILAG_INTERVAL_MAX=10.0
ANTILAG_INTERVAL_MIN=0.0
ANTILAG_TURBO_THRESHOLD=0.4
DAMAGE=0
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1
DISCHARGE_CHARGE_TIME=0.25
DISCHARGE_DELAY=0.02
DISCHARGE_DURATION=2
DISCHARGE_INTENSITY=100
DISCHARGE_PROBABILITY=0.98
DISCHARGE_RPM_THRESHOLD_MAX=8550
DISCHARGE_RPM_THRESHOLD_MIN=4000
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=60
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.05
FLAT_SHIFT_DURATION=0.01
FLAT_SHIFT_GAS_THRESHOLD=50
FLAT_SHIFT_INTENSITY=1.25
FLAT_SHIFT_PROBABILITY=0.9
FLAT_SHIFT_RPM_THRESHOLD=8500
LIMITER=8550
LIMITER_DELAY=0.0001
LIMITER_INTENSITY=80
LIMITER_RPM_THRESHOLD=7850



[BASIC]
BOUNDING_SPHERE_RADIUS=3
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
EXTERIOR_RANGE_FROM=1
EXTERIOR_RANGE_TO=1.1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
TURNING_LIGHTS_REPEAT=1
HEADLIGHTS_ARE_HEADLIGHTS=1
IS_LOW_BEAM_AVAILABLE=1

[DATA] 
DISABLE_LIGHTSINI=0

[SMART_MIRROR]
VISIBLE_FIRSTPERSON=RIGHT




[LIGHT_HEADLIGHTS]
COLOR=10,10,10,2
POPUP_ENABLED=1
POSITION=-0.0, 0.55, 2.2        ; position, relative to car, without X component
MIRROR=0.552                  ; and here is X: if non-zero, lights merge with distance
DIRECTION=0,-0.3, 1          ; direction for spotlight
RANGE_FIRSTPERSON=490.0       ; range when car is close to camera
RANGE_CARS_NEARBY=130.0        ; range when car is nearby, to avoid blinding
RANGE_CARS_DISTANT=190.0      ; range when car is far away
RANGE_GRADIENT_OFFSET=0.0     ; increase to move gradient further from the camera
FADE_FROM=740.0               ; when to fade until full deactivation, from
FADE_TO=990.0                 ; when to fade, to
SPOT=99.0                     ; angle of spotlight, in degress
SPOT_SHARPNESS=0.7           ; how sharp should be spotlight
SPOT_EDGE=0.14, 0.14, 0.14    ; at what point of vertical axis (0–1, where 1 is fully vertical), light should stop
                              ; three numbers are for three color channels, for cheap chromatic abberations effect
SPOT_EDGE_SHARPNESS=5.0      ; how sharp should be this limitation
SECOND_SPOT=189.0             ; second spotlight, to lit up areas nearby
SECOND_SPOT_SHARPNESS=0.1     ; how sharp second spotlight should be
SECOND_SPOT_SKIP=0.2         ; that’s the cheapest move, but you can make it ignore areas nearby to kind of imitate shadows
SECOND_SPOT_RANGE=25.0        ; range of second spotlight
SECOND_SPOT_INTENSITY=0.9    ; intensity of second spotlight
RELATIVE_TO=HEADLIGHT_L,HEADLIGHT_R

[LIGHT_BRAKES]
COLOR=2, 0, 0, 2
POSITION=0, 0., -2.9 
DIRECTION=0, -0.5, -1
MIRROR=0.5
RANGE_FIRSTPERSON=3.0
RANGE_CARS_NEARBY=2.0
RANGE_CARS_DISTANT=7.0
RANGE_GRADIENT_OFFSET=0.5
FADE_FROM=150.0
FADE_TO=180.0
SPOT=150
SPOT_SHARPNESS=0.2
SPOT_EDGE=0.0, 1.0, 1.0
SPOT_EDGE_SHARPNESS=10.0
BRAKELIGHT_LIGHT_MULT=0.2         ; how bright should be brakelight in headlights role
BRAKELIGHT_LIGHT_RANGE_MULT=0.5   ; distance multiplier
BRAKELIGHT_LIGHT_FADE_MULT=0.7    ; how faster it should fade with distance in headlighs role







[EMISSIVE_LIGHT_0]
NAME=toy_altezza_04_lod0_body_head_light___2726_vertices_3074_faces                ;Meshes that light up
COLOR=10,10,10,10                              ;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 

[EMISSIVE_LIGHT_1]
NAME =toy_altezza_04_cockpit_interior_gauge_emissive___533_vertices_6  ; name (one or more) of a mesh to glow
COLOR =1,0.6,0.4, 1.5          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.6      ; adds heating effect, going through orange tint while turning on and off
LOCATION =FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_LIGHT_2]
NAME=toy_altezza_04_cockpit_interior_badge___163_vertices_87_faces
COLOR=1,0.6,0.4, 0.75
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.3

[EMISSIVE_LIGHT_3]
NAME=toy_altezza_04_cockpit_tach_min_gauge_needle___33_vertices_25_f, toy_altezza_04_cockpit_speed_min_gauge_needle___33_vertices_25_, toy_altezza_04_cockpit_fuel_min_gauge_needle___33_vertices_25_f, toy_altezza_04_cockpit_fuel_min_gauge_needle___33_vertices_25_f, water temp, oi pressure, bat_needle
COLOR=1,0,0, 2.5
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.3

[EMISSIVE_LIGHT_4]
NAME=speeddigi
COLOR=1,0.8,0.4, 3.5
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.3

[EMISSIVE_LIGHT_5]
NAME=toy_altezza_04_lod0_trunk_tail_light_lod0___266_vertices_454_fa
COLOR=200,2,0,3
FALLBACK_HEADLIGHTS_COLOR=200,4,0
LAG=0.7
SIMULATE_HEATING=1
LOCATION=REAR




[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.3
INTERIOR_FAKE_UPPER_SHADOW_FADE=-0.5
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_FAGE=0.5


[EMISSIVE_EXTRA_A_0]
ACT_AS_HEADLIGHTS=0
BLINK_REPEAT=0
CLUSTER_THRESHOLD=0.5
DIGITAL_INSTRUMENTS_IF_ACTIVE=0
DIGITAL_INSTRUMENTS_IF_ACTIVE_INVERSE=0
INPUT_LAG_DOWN=0
INPUT_LAG_UP=0
INPUT_MOD=0
INPUT_ROUND=0
INPUT_STALLED_LAG=0
INPUT_STALLED_VALUE=nan
INPUT_THRESHOLD_INVERSE=0
OFF_COLOR=0, 0, 0
ONLY_WITH_HEADLIGHTS=0
SYNC_BLINKING=0
USE_SMOOTH_TRANSITION=0





[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=blinker02
COLOR=150,40,0 
LAG=0.8
BLINK_FREQENCY_HZ=1.4  
SIMULATE_HEATING=3
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=Light_Taillight_Signal_L
COLOR=150,40,0 
LAG=0.8
BLINK_FREQENCY_HZ=1.4  
SIMULATE_HEATING=3
LOCATION=FRONT


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME= blinker01
COLOR=150,40,0 
LAG=0.8
BLINK_FREQENCY_HZ=1.4  
SIMULATE_HEATING=3
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=Light_Taillight_Signal_R
COLOR=150,40,0 
LAG=0.8
BLINK_FREQENCY_HZ=1.4  
SIMULATE_HEATING=3
LOCATION=FRONT










[EMISSIVE_HIGHBEAM_0] 
NAME=headlightHB
COLOR=255,255,255,0.2
FALLBACK_LOWBEAM_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[INSTRUMENTS]
SPEED_LIMIT=180

[BOUNCED_INTERIOR_LIGHT]
MULT=1,1,1,2






[EMISSIVE_BRAKE_0]
NAME=Light_Taillight_Brake_Glass_1,Light_Taillight_Brake_Glass_2
COLOR=255,0,0,1
FALLBACK_HEADLIGHTS_COLOR=255,0,0,0.2
LAG=0.7
SIMULATE_HEATING=1
LOCATION=REAR

[EMISSIVE_BRAKE_1]
NAME=light_brake_1_SUB0
COLOR=255,0,0,1
LAG=0.7
SIMULATE_HEATING=1
LOCATION=REAR


[EMISSIVE_REVERSE_0]
NAME=Light_Taillight_Reverse_1
COLOR = 25, 30, 20, 0.75         ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights


[EMISSIVE_REVERSE_1]
NAME=Light_Taillight_Reverse_2
COLOR = 25, 30, 20, 0.75          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights




[TYRES_FX]
DIRT_WIDTH_K=1.2

[LIGHT_BRAKEDISCS]
COLOR=0




[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=RearPlate01
OFFSET=0.01, 0.08,0.02
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.3
SPOT=122
SPOT_SHARPNESS=3
COLOR=1,1,1,2
FALLBACK_EMISSIVE=1,1,1,2

LAYOUT=ONE_ON_TOP

; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=ONE_ON_TOP



[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=RearPlate01
OFFSET=0.01, 0.08,0.02
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.3
SPOT=122
SPOT_SHARPNESS=3
COLOR=1,1,1,2
FALLBACK_EMISSIVE=1,1,1,2

LAYOUT=ONE_ON_TOP

; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=ONE_ON_TOP







[ANIMATION_...]
INPUT = EXTRA_B            ; 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



────────────────────── 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






[LIGHT_BRAKEDISCS]
COLOR=0.5, 0.1, 0, 2

[BRAKEDISC_FX]
ACTIVE = 0             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
DEBUG = 0
CERAMIC = 1            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 25  ; increase to make more lines
GLOW_OFFSET = 2.0      ; 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

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening



------- UNDERGLOW -------


[LIGHT_EXTRA_...]
LINE_FROM=0.380, 0.15, -1.0
LINE_TO=0.380, 0.15, 1.0
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
COLOR=70,70,70,5			; 70,70,70,1
DIFFUSE_CONCENTRATION=0.7
FADE_AT=150
FADE_SMOOTH=8
RANGE=0.7
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

[LIGHT_EXTRA_...]
LINE_FROM=-0.380, 0.15, -1.0
LINE_TO=-0.380, 0.15, 1.0
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
COLOR=70,70,70,5
DIFFUSE_CONCENTRATION=0.7
FADE_AT=150
FADE_SMOOTH=8
RANGE=0.7
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

[LIGHT_EXTRA_...] ; REAR
LINE_FROM=-0.40, 0.22, -1.65
LINE_TO=0.40, 0.22, -1.65
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
COLOR=70,70,70,5
DIFFUSE_CONCENTRATION=0.5
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.7
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

[LIGHT_EXTRA_...] ; FRONT	
LINE_FROM=-0.40, 0.22, 1.79
LINE_TO=0.40, 0.22, 1.79
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
COLOR=70,70,70,5
DIFFUSE_CONCENTRATION=0.9
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.7
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
SPECULAR_MULT=0
DIRECTION=0, -1, 0


-------INTERIOR -------


[LIGHT_EXTRA_...] ; IN	
LINE_FROM=-0.2, 1.03, 0.1
LINE_TO=0.2, 1.03, 0.1
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=0
COLOR=0		; 10,10,30,1
DIFFUSE_CONCENTRATION=0.9
FADE_AT=150
FADE_SMOOTH=10
RANGE=1
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
SPECULAR_MULT=0
DIRECTION=0, -5, -1



[LIGHT_EXTRA_...] ; IN2	
LINE_FROM=-0.2, 1.13, -0.9
LINE_TO=0.2, 1.13, -0.9
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=0
COLOR=0		; 10,10,30,1
DIFFUSE_CONCENTRATION=0.9
FADE_AT=150
FADE_SMOOTH=10
RANGE=1
RANGE_GRADIENT_OFFSET=0.1
SPOT=210
SPOT_SHARPNESS=0.75
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
SPECULAR_MULT=0
DIRECTION=0, -5, -1


[LIGHT_EXTRA_...]                                 ;(INTERIOR GLOW) {Visible from inside only}
LINE_FROM=0.4, 0.5, 0.7
LINE_TO=0.5, 0.5, 0.7
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
COLOR=70,70,70,1							; 155,10,170,1 / 50,10,50,1
DIFFUSE_CONCENTRATION=1.3
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.1
SPOT=250
SPOT_SHARPNESS=0.0
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0

[LIGHT_EXTRA_...]                                 ;(INTERIOR GLOW) {Visible from inside only}
LINE_FROM=-0.4, 0.5, 0.2
LINE_TO=-0.5, 0.5, 0.2
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
COLOR=70,70,70,1
DIFFUSE_CONCENTRATION=1.3
FADE_AT=150
FADE_SMOOTH=2
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.1
SPOT=250
SPOT_SHARPNESS=0.0
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0


-------


[LIGHT_EXTRA_...] ; front
LINE_FROM=-0.5, 0.57, 0.7                       ;(INTERIOR FOOT WELL GLOW) {Visible from outside only}
LINE_TO=0.5, 0.57, 0.7
BIND_TO_HEADLIGHTS=1
COLOR=70,70,70
DIFFUSE_CONCENTRATION=0.95
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.7
SPOT=250
SPOT_SHARPNESS=0.0
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0

[LIGHT_EXTRA_...] ; rear
LINE_FROM=-0.5, 0.55, -0.3                      ;(INTERIOR FOOT WELL GLOW) {Visible from outside only}
LINE_TO=0.5, 0.55, -0.3
BIND_TO_HEADLIGHTS=1
COLOR=70,70,70
DIFFUSE_CONCENTRATION=0.95
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.7
SPOT=250
SPOT_SHARPNESS=0.0
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0

[LIGHT_EXTRA_...] ; hood
LINE_FROM=-0.4, 0.8, 1.4                     ;(INTERIOR FOOT WELL GLOW) {Visible from outside only}
LINE_TO=0.4, 0.8, 1.4
BIND_TO_HEADLIGHTS=1
COLOR=70,70,70
DIFFUSE_CONCENTRATION=0.95
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.7
SPOT=250
SPOT_SHARPNESS=0.0
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0

[LIGHT_EXTRA_...] ; hood
LINE_FROM=-0.5, 0.8, 1.8
LINE_TO=0.5, 0.8, 1.8
BIND_TO_HEADLIGHTS=0
BIND_TO_EXTRA_A=1
COLOR= ; 70,70,70
DIFFUSE_CONCENTRATION=0.95
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.7
SPOT=250
SPOT_SHARPNESS=0.0
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0



[ANIMATION_...]
INPUT = GAS            ; bind to reverse gear
FILE = gas.ksanim    ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 1       ; 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)

[ANIMATION_...]
INPUT = BRAKE            ; bind to reverse gear
FILE = brake.ksanim    ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 1       ; 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)

[ANIMATION_...]
INPUT = CLUTCH            ; bind to reverse gear
FILE = clutch.ksanim    ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 1       ; 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)





----------------------------------------WIPERS---------------------------------------------------------------
[WIPERS_TRACE_...]
SURFACE =Window_F.001
WIPERS=Plastic_Wipers,Plastic_Trims.001

[ANIMATED_WIPER_...]
MESHES =Plastic_Wipers,Plastic_Trims.001
UNDERLYING_SURFACE =Window_F.001 
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES =Plastic_Wipers,Plastic_Trims.001
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1
[ANIMATED_WIPER_10000]
DEBUG = 1
MESHES = Plastic_Wipers, Plastic_Trims.001
UNDERLYING_SURFACE = Window_F.001
GROUP_0 = 'Plastic_Wipers@A=1-4,7-8,10,15,19-20,23', 'Plastic_Trims.001@A=7'
GROUP_0_ANGLE_TO = -93.1
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 = 0.049555942, 0.98550427, 1.0246433
GROUP_0_PIVOT = -0.54603696, 0.95990956, 1.0146767
GROUP_0_RUBBER_FROM = -0.4195404, 0.98067474, 1.0056648
GROUP_0_RUBBER_OFFSET_AMOUNT = 0
GROUP_0_RUBBER_TO = 0.049555957, 0.9855042, 1.0246433
GROUP_0_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_BASE_PIVOT = -0.54603696, 0.95990956, 1.0146767
GROUP_1 = 'Plastic_Wipers@A=5-6,9,11-14,16-17,21-22,24', 'Plastic_Trims.001@A=6'
GROUP_1_ANGLE_TO = -120
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 = 0.61060536, 0.9705858, 0.94609636
GROUP_1_PIVOT = -0.07366804, 0.96961594, 1.1099911
GROUP_1_RUBBER_FROM = 0.14331055, 0.96813965, 1.0269508
GROUP_1_RUBBER_OFFSET_AMOUNT = 0
GROUP_1_RUBBER_TO = 0.6105951, 0.97058624, 0.94609565
GROUP_1_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_BASE_PIVOT = -0.07366804, 0.96961594, 1.1099911



