[INCLUDE: materials_base.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
DisableDev = 1
DISABLE_LIGHTSINI = 0

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MESHES = paint_top
CULL_MODE = DOUBLESIDED
CAST_SHADOWS = 1  ;* sets if mesh should cast shadows, either 0, 1 or TERRAIN:
DOUBLE_FACE_SHADOW = 1         ; this one might — and, most likely, will — cause a lot of self-shadowing
;;;DOUBLE_FACE_SHADOW_BIASED =

[BASIC]
IS_LOW_BEAM_AVAILABLE = 1

[AUDIO_VOLUME]
ENGINE_EXT = 1
ENGINE_INT = 1
GEAR_EXT = 1
GEAR_INT = 1
BODYWORK = 0.5
WIND = 1.0
DIRT = 0.5
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 0.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 0.0
TRACTION_CONTROL_INT = 0.0
TRANSMISSION = 0.0
LIMITER = 0.0
TURBO = 1.0

/////////////MAIN LIGHT
[LIGHT_HEADLIGHT_0]
BOUND_TO= robert
AFFECTS_TRACK=1
COLOR = 2.9, 2.5, 1.5, 3
DIFFUSE_CONCENTRATION=1
DIRECTION=0, -0.2, 1
EXTERIOR_ONLY=0
FADE_AT=350
FADE_SMOOTH=50
INTERIOR_ONLY=0
MIRROR=0.67
OFF_COLOR=1, 1, 1, 0
OFF_FADE_MULT=0.716441
OFF_MIRROR=0.67
OFF_MULT=0
OFF_POSITION=-0, 0.71, 1.9
OFF_RANGE_MULT=0.104929
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POPUP_ENABLED=1
POPUP_END=0.7
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_START=0.05
RANGE=150
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=90
SECOND_SPOT_INTENSITY=1.
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.5
SECOND_SPOT_SKIP=0
SPECULAR_MULT=0
SPOT=55
SPOT_EDGE=0.034096, 0.033264, 0.0316
SPOT_EDGE_SHARPNESS=44.6667
SPOT_SHARPNESS=.0
SPOT_UP=0.0499376, 0.698752, 0
LOWBEAM_RANGE_MAX=80
LOWBEAM_RANGE_MULT=1
LOWBEAM_RANGE_ONCOMING_MULT=1

-----WIPER SETUP-----

[WIPERS_TRACE_...]
SURFACE = glass_wind, glassin_wind
WIPERS = blackplastic_wiperblade2

[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.03             ; base animation progress to vibrate around



-----KS SHADER-----

[SHADER_REPLACEMENT_...]
@MIXIN = _MaterialsFilter
@OUTPUT = SHADER_REPLACEMENT_0_...
ACTIVE = 1
MATERIALS = 
MESHES =
SKINS = 
FILL_MISSING_TEXTURES = 1
IS_TRANSPARENT = 0
CAST_SHADOWS = 1
INSIDEINTERIOR= no
BLEND_MODE =              ; OPAQUE, ALPHA_TEST, ALPHA_BLEND
CULL_MODE =               ; FRONT, BACK, DOUBLESIDED
DEPTH_MODE =              ; NORMAL, OFF, NOWRITE, LESSEQUAL
DOUBLE_FACE_SHADOW = 0         ; this one might — and, most likely, will — cause a lot of self-shadowing
DOUBLE_FACE_SHADOW_BIASED = 1  ; but this one is biased, so it would work nicely
PROP_... = extExtraSharpLocalReflections, 0
PROP_... = extBounceBack, 0
PROP_... = extColoredReflection, 0
PROP_... = ksAmbient, 
PROP_... = ksDiffuse, 
PROP_... = fresnelC, 
PROP_... = fresnelEXP, 
PROP_... = fresnelMaxLevel, 
PROP_... = isAdditive, 
PROP_... = useDetail, 
PROP_... = detailUVMultiplier, 



[Material_Glass]
Materials = glassbump
IOR = 2.6            ; index of refraction for glass, usualy, 1.5
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 0.8
BrightnessAdjustment = 0.5 
UseNormalMap = 1           ; use it to apply regular txNormal map
UseNormalMapWithAlpha = 1
ExtraLightsAdjustment = 0.03

[Material_PhotoelasticGlass]
Materials = glass
SHADER = smGlass_phel
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 2              ; looks better like this
PhotoelasticityMult = 0.08  ; doesn’t look good if too high
ProfileFix = 0.05          ; a bit thicker edge

[Material_PhotoelasticGlass]
Materials = glassintdash
SHADER = smGlass_phel
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 2              ; looks better like this
PhotoelasticityMult = 0.08  ; doesn’t look good if too high
ProfileFix = 0.05          ; a bit thicker edge

[Material_PhotoelasticGlass]
Meshes = glass_hlout
SHADER = smGlass_phel
PhotoelasticityBaseScale = 8      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.1   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
FilmIOR = 1.65              ; looks better like this
PhotoelasticityMult = 0.1  ; doesn’t look good if too high
ProfileFix = 0.05          ; a bit thicker edge




[SHADER_REPLACEMENT_...]
MATERIALS = paint
PROP_... = isAdditive, 2

[SHADER_REPLACEMENT_...]
MATERIALS = mesh
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.2 

[Material_Plastic_v2]
Materials = blackplastic
Brightness = 0.3
Smoothness = 1
Reflectance = 0.08
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.2
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 2
DetailTextureBlur = 1

[Material_Plastic_v2]
Materials = shinyblack
Brightness = 0.02
Smoothness = 1
Reflectance = 0.03
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 2
DetailTextureBlur = 1

[Material_Aluminium_v2]
Materials = chrome
Metalness = 0.5
Reflectance = 1
BrightnessAdjustment = 0.65
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 0
DetailNormalBlend = 0
DetailNormalPBRSmoothnessGamma = 2

[Material_Aluminium_v2]
Meshes = chrome_taillights
Metalness = 0.65
Reflectance = 1
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

[Material_MetalOld_v2]
Meshes = chrome_exhaust
Metalness = 0.35
Reflectance = 0.08
Brightness = 0.8
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0.2

[Material_InteriorPBR]
Materials = headlights
DetailNormalPBRFormat = 1
Smoothness = 1
Metalness = 0.95
Reflectance = 1
BrightnessAdjustment = 0.25
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 0
DetailNormalBlend = 0
DetailNormalPBRSmoothnessGamma = 2

[Material_InteriorPBR]
Materials = rim
OcclusionMap = -0.5, 1.2
Metalness = 0.25
Reflectance = 0.05
Brightness = 1.4






[Material_CarPaint_Metallic]
CarPaintMaterial = redmetal
SKINS = ?
UseMetallicReflections = 0.3
FlakesK = 1
FresnelMax = 1
FresnelC = 0.07
BrightnessAdjustment = 0.65 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.05

[Material_Leather_v2]
Materials = dashleather
Smoothness = 0
Reflectance = 0.015
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 2
DetailScale = 10
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08

[Material_Leather_v2]
Materials = seats
Smoothness = 0
Reflectance = 0.018
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailScale = 20
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08

[Material_Chrome]
Materials = int_chrome
Smoothness = 0.95
Metalness = 0.85
Reflectance = 0.0
BrightnessAdjustment = 1
CubemapReflectionBlur = 0.2

[Material_Plastic_v2]
Materials = int_blackplastic
Smoothness = 0.7
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[Material_Leather_v2]
Materials = leather1
Smoothness = 0
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08

[Material_Leather_v2]
Materials = leatherstwheel
Smoothness = 0
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08

[Material_MetalOld_v2]
Materials = metal
Metalness = 0.8
Reflectance = 0.7
Brightness = 0.5
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0

[EXTRA_FX]
MASK_GBUFFER = glass_hlout, glass_wind, glass_sides, Object025

[EXTRA_FX]
MASK_GBUFFER = glass_gauges

[EMISSIVE_LIGHT_...]
NAME = glassbump_headlights.001
CAST_LIGHT = 0
COLOR = 2.9, 2.5, 1.5, 3
LAG = 0.7
SIMULATE_HEATING = 3
LOCATION = FRONT

[EMISSIVE_HIGHBEAM_...]
NAME = glassbump_headlights
CAST_LIGHT = 0
COLOR = 2.9, 2.5, 1.5, 15
FALLBACK_HEADLIGHTS_COLOR = 2.9, 2.5, 1.5, 0
LAG = 0.7
SIMULATE_HEATING = 3
LOCATION = FRONT

[REFRACTING_HEADLIGHT_...]
SURFACE=light_brake, light_reflect, light_TSRR, light_TSLR
INSIDE=chrome_taillights

ABSORPTION = 0.005
AMBIENT_MULT = 0.28
BASE_EMISSIVE_K = 1
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 4
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.305,0.516,0.034,0
CUSTOM_BULB_1 = 0,0.517,0,0
CUSTOM_BULB_2 = 0.795,0.516,0.033,0
CUSTOM_BULB_3 = 0.602,0.568,0,0
DIFFUSE_MAP_FILTER_MULT = 10
DIFFUSE_MAP_MULT = 1
DIRECTION = 1.0132737e-06,4.8428525e-08,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.5
EXTRA_GLASS_COLORIZATION = 0
EXTRA_SIDE_THICKNESS = 0
F0 = 1
GLASS_COLOR = 1,0.99992293,0.9999
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0.024
INNER_SPECULAR = 10.1
INNER_SPECULAR_EXP = 800
IOR = 1
IOR_FLYOUT_FLAT = 0
LOD_BIAS = 0
MIRROR_2_AS_5 = 1
MIRROR_3_AS_4 = 0
MIRROR_DIR = 1,0,-0
MIRROR_POS = 0,0.5,-1.5
NM_SHARE_EXT = 0
NM_SHARE_INT = 0
ORIGIN = 0.5534363,0.61234856,-1.9402161
RADIUS = 0.2
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 2.3
REFLECTIVE_GAMMA = 0.7
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.42
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 1

[REFRACTING_HEADLIGHT_...]
SURFACE=glassbump_headlights
INSIDE=light_chrome_hl2, light_chrome_hl1

ABSORPTION = 0
AMBIENT_MULT = 0.28
BASE_EMISSIVE_K = 1
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 4
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.521,0.294,0.034,0
CUSTOM_BULB_1 = 0.353,0.667,0.033,0
CUSTOM_BULB_2 = 0.795,0.516,0,0
CUSTOM_BULB_3 = 0.602,0.568,0,0
DIFFUSE_MAP_FILTER_MULT = 10
DIFFUSE_MAP_MULT = 1
DIRECTION = 1.508732e-06,5.250294e-08,-1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.22
EXTRA_GLASS_COLORIZATION = 0
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 1,0.99992293,0.9999
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0
INNER_SPECULAR = 10.1
INNER_SPECULAR_EXP = 800
IOR = 1.1
IOR_FLYOUT_FLAT = 0
LOD_BIAS = 1
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 0
MIRROR_DIR = 1,0,-0
MIRROR_POS = 0,0.5,-1.5
NM_SHARE_EXT = 1
NM_SHARE_INT = 1
ORIGIN = 0.5536041,0.41162157,1.9406891
RADIUS = 0.2
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 2.3
REFLECTIVE_GAMMA = 0.7
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.42
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 1

[REFRACTING_HEADLIGHT_...]
SURFACE=glassbump_headlights.001
INSIDE=light_chrome_hl2, light_chrome_hl1

ABSORPTION = 0
AMBIENT_MULT = 0.28
BASE_EMISSIVE_K = 1
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 4
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.353,0.667,0.033,0
CUSTOM_BULB_1 = 0.7,0.667,0.033,0
CUSTOM_BULB_2 = 0.795,0.516,0,0
CUSTOM_BULB_3 = 0.602,0.568,0,0
DIFFUSE_MAP_FILTER_MULT = 10
DIFFUSE_MAP_MULT = 1
DIRECTION = 1.508732e-06,5.250294e-08,-1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.22
EXTRA_GLASS_COLORIZATION = 0
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 1,0.99992293,0.9999
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0
INNER_SPECULAR = 10.1
INNER_SPECULAR_EXP = 800
IOR = 1.1
IOR_FLYOUT_FLAT = 0
LOD_BIAS = 1
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 0
MIRROR_DIR = 1,0,-0
MIRROR_POS = 0,0.5,-1.5
NM_SHARE_EXT = 1
NM_SHARE_INT = 1
ORIGIN = 0.5536041,0.41162157,1.9406891
RADIUS = 0.2
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 2.3
REFLECTIVE_GAMMA = 0.7
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.42
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 1



[EXTRA_FX_EMISSIVE_...]
MESHES =  light_chrome_hl2, light_chrome_hl1              ; list of meshes
MATERIALS =             ; list of materials
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
RANGE = 0.18              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.4                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.4             ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 2             ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD =        ; set to something above 0 to weld vertices within that distance
NORMAL_SHIFT = 0.0        ; increase to move light producing samples away from surface alogn
COVERED_BY =            ; stop emissive if a mesh with given name is visible

[SelfLight_Headlights]
POSITION=0, 0.47, 1.47
SPOT =160
SPOT_SHARPNESS = 0
SPOT_EDGE = 100, 100, 100
SPOT_EDGE_SHARPNESS = 0
RANGE = 0.4
RANGE_GRADIENT_OFFSET = -3
COLOR = 2.9, 2.5, 1.5, 8000
BOUND_TO = glassbump_headlights.001
DIRECTION=-0, -0, 1
FADE_AT = 20
FADE_SMOOTH = 20
AMBIENT_INFLUENCE = 0
LAG=0.6
FADE_AT=250
FADE_SMOOTH=5
MIRROR=0.605

[SelfLight_Headlights]
POSITION=0.0, 0.33, 1.47
SPOT =160
SPOT_SHARPNESS = 0
SPOT_EDGE = 100, 100, 100
SPOT_EDGE_SHARPNESS = 0
RANGE = 0.4
RANGE_GRADIENT_OFFSET = -3
COLOR = 2.9, 2.5, 1.5, 8000
BOUND_TO = glassbump_headlights
DIRECTION=-0, -0, 1
FADE_AT = 20
FADE_SMOOTH = 20
AMBIENT_INFLUENCE = 0
LAG=0.6
FADE_AT=250
FADE_SMOOTH=5
MIRROR=0.550

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME= light_TSR
COLOR=10,4,2,5
LAG=0.5
SIMULATE_HEATING=0.5
LOCATION=REAR
FADE_AT=550
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME= light_TSL
COLOR=10,4,2,5
LAG=0.5
SIMULATE_HEATING=0.5
LOCATION=REAR
FADE_AT=550
CAST_LIGHT=1









[EMISSIVE_BRAKE_...]
NAME = light_brake  ; name (one or more) of a mesh to glow
CAST_LIGHT = 1
COLOR = 100,10,5, 1
FALLBACK_HEADLIGHTS_COLOR = 10,0,0, 0.4
LAG = 0.55
SIMULATE_HEATING = 0.5
LOCATION = REAR

[EXTRA_FX_EMISSIVE_...]
MESHES =  light_brake              ; list of meshes
MATERIALS =             ; list of materials
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
RANGE = 0.03              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.2                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.4             ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 2             ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD =        ; set to something above 0 to weld vertices within that distance
NORMAL_SHIFT = 0.0        ; increase to move light producing samples away from surface alogn
COVERED_BY =            ; stop emissive if a mesh with given name is visible

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME= light_TSRR
COLOR=10,4,2,3
LAG=0.5
SIMULATE_HEATING=0.5
LOCATION=REAR
FADE_AT=550
CAST_LIGHT=1
CHANNEL=5

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME= light_TSLR
COLOR=10,4,2,3
LAG=0.5
SIMULATE_HEATING=0.5
LOCATION=REAR
FADE_AT=550
CAST_LIGHT=1
CHANNEL=2










-----EXTRAFX-----

[EXTRA_FX]
AUTOFIX = 1   ; 1 is a default value

[BASIC]
DIESEL_ENGINE = 0 		; or 1

[PARTICLES_FX_EXHAUST_...]
POSITION = 0.3593257,0.3821342,-1.94955		; self explanatory
DIRECTION = 0.1661222,-0.2366886,-0.9572784			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.3, 0.5			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION = 0.2908548,0.3821342,-1.980623 		; self explanatory
DIRECTION = 0.1661222,-0.2366886,-0.9572784 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.3, 0.5			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[EXHAUST_FLAMES]
ANTILAG=0
ANTILAG_DELAY=1.15
ANTILAG_INTENSITY=2
ANTILAG_INTERVAL_MAX=1.0
ANTILAG_INTERVAL_MIN=0.5
ANTILAG_TURBO_THRESHOLD=0.9
DISCHARGE=0
DISCHARGE_CHARGE_TIME=0
DISCHARGE_DELAY=0
DISCHARGE_DURATION=0.05
DISCHARGE_INTENSITY=18
DISCHARGE_PROBABILITY=1
DISCHARGE_RPM_THRESHOLD_MAX=6750
DISCHARGE_RPM_THRESHOLD_MIN=6650
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=0
FLAT_SHIFT=0
FLAT_SHIFT_COOLDOWN=0
FLAT_SHIFT_DURATION=0.03
FLAT_SHIFT_GAS_THRESHOLD=0
FLAT_SHIFT_INTENSITY=5
FLAT_SHIFT_PROBABILITY=1
FLAT_SHIFT_RPM_THRESHOLD=6600
LIMITER=0
LIMITER_DELAY=0
LIMITER_INTENSITY=18
LIMITER_RPM_THRESHOLD=1100

[FLAMES]
; New flames
ENABLED=1 ; Active; 1 or 0
DEBUG_MODE=0 ; Debug mode (show trigger type with color: blue for antilag, red for limiter, green for flat shift, white for the rest); 1 or 0
USE_DYNAMIC_SHADOWS=1 ; Cast shadows for flame light (requires Extra FX and TAA); 1 or 0
LIMIT=2000 ; Limit for particles; hidden
FLAMING_WHEELS=0 ;; hidden

[BRAKEDISC_FX]
DEBUG=0
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 1           ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10 ; increase to make more lines
DISC_RADIUS = 0.178
DISC_INTERNAL_RADIUS = 0.128
GLOW_OFFSET = 0.75

[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






[EMISSIVE_LIGHT_...]
NAME = need_rpm  ; name (one or more) of a mesh to glow
COLOR = 1, 0, 0, 2         ; glowing color if condition is met
CAST_LIGHT = 0
FALLBACK_HEADLIGHTS_COLOR = 5, 5, 5         ; glowing color otherwise, default value is 0
LAG = 0.6                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0        ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
USE_SMOOTH_TRANSITION = 1

[EMISSIVE_LIGHT_...]
NAME = needl_oil_temp, need_water_tem, needl  ; name (one or more) of a mesh to glow
COLOR = 1, 1, 1, 1         ; glowing color if condition is met
CAST_LIGHT = 0
FALLBACK_HEADLIGHTS_COLOR = 5, 5, 5         ; glowing color otherwise, default value is 0
LAG = 0.6                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0        ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
USE_SMOOTH_TRANSITION = 1

[EMISSIVE_LIGHT_...]
NAME = gauges001  ; name (one or more) of a mesh to glow
COLOR = 1, 1, 1, 0.05         ; glowing color if condition is met
CAST_LIGHT = 0
FALLBACK_HEADLIGHTS_COLOR = 5, 5, 5         ; glowing color otherwise, default value is 0
LAG = 0.6                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0        ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
USE_SMOOTH_TRANSITION = 1

[EXTRA_FX_EMISSIVE_...]
MESHES =               ; list of meshes
MATERIALS = needles            ; list of materials
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
RANGE = 0.015             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.5                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.8            ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 1       ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
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
COVERAGE = 1             ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 50      ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD =        ; set to something above 0 to weld vertices within that distance
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
COVERED_BY =             ; stop emissive if a mesh with given name is visible





-----GAUGES-----

[ANALOG_INDICATOR_...]
INPUT = RPM
INPUT_MAX = 10000
NAME = ARROW_RPM
LUT = (| 0=0| 2000=45 | 4000=90 | 6000=135 | 8000=180 | 10000=225 |) 

[ANALOG_INDICATOR_...]
INPUT = WATER_TEMPERATURE
INPUT_MAX = 150
NAME = ARROW_WATER_TEMP
LUT = (| 0=0| 150=62 |) 

[ANALOG_INDICATOR_...]
INPUT = OIL_TEMPERATURE
INPUT_MAX = 150
NAME = ARROW_OIL_TEMP
LUT = (| 0=0| 150=62 |) 

[ANALOG_INDICATOR_...]
INPUT = OIL_PRESSURE
INPUT_MAX = 10
NAME = ARROW_OIL_PRES
LUT = (| 0=0| 2=45 | 4=92 | 6=136 | 8=182 | 10=227 |)




[SHAKING_EXHAUST_...]
MESHES = chrome_exhaust
POINT_0 = -0.68, 0.397, -1.5
POINT_0_RADIUS = 1
POINT_0_EXP = 0.005






