INCLUDE: materials.ini]
[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[INCLUDE: common/selflighting.ini]
[INCLUDE: common/custom_emissive.ini]

[INCLUDE: pbr.ini]
[INCLUDE: refraction.ini]
[INCLUDE: common/custom_emissive.ini] 
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/navigators.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: navigators_maps.ini]
[INCLUDE: navigators_layouts.ini]
[INCLUDE: navigators_themes.ini]
[INCLUDE: common/custom_rims.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: pbr_ext.ini]
CarPaintMaterial = car_paint
CarPaintVersionAware = 4
DisableDev = 1

[Material_CarPaint_Metallic]
CarPaintMaterial = car_paint, CSR2_Calliper_Color, truby_paint
CarPaintVersionAware = 4
FresnelMax = 0.5
FresnelEXP = 5
FresnelC = 0.1
BrightnessAdjustment = 0.7
AmbientSpecular = 0.5
AmbientSpecularEXP = 5
ClearCoatThickness = 0.05
UseMetallicReflections = 0.15
FlakesK = 1
ColoredSpecular = 1
SpecularBase = 0.4,40

[SHADER_REPLACEMENT_...]
MESHES = Wheel_01_LF005, Wheel_01_LR006, Wheel_01_LR002, Wheel_01_LF001
PROP_... = ksDiffuse, 0.05
PROP_... = detailNormalBlend, 0 
RESOURCE_0 = txDetail
RESOURCE_0_COLOR = 1

[Material_Chrome]
Materials = rim
Smoothness = 1
Metalness = 0.1
Reflectance = 0
BrightnessAdjustment = 0.04
CubemapReflectionBlur = 0.9

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = monitor  ; display mesh
Resolution = 1080, 990    ; texture resolution
Size = 1048,350           ; size of the screen area
Offset = 15,300              ; left top corner of screen area
Scale = 1                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.736, -2.6  ; position of rear view camera

[SHAKING_EXHAUST_...]
MESHES = vychlop, acrap_carbon, acrap_chrome, acrap_black, acrap_stick, acrapik
POINT_0 = 0.5342468 0.293629 -2.213641
POINT_0_RADIUS = 10
POINT_0_EXP = 5

[WIPERS_TRACE_...]
SURFACE =window_front, windows_frames, windows_frames.002
WIPERS = Coloured004,Coloured006

[Material_Glass]
Materials = Window_f, windscreen_datchiki
IOR = 2
ThicknessMult = 3
MaskPass = 4

[Material_Glass]
Materials = Window
IOR = 2
ThicknessMult = 5
MaskPass = 4

[Material_Glass]
Materials = WindowDark
IOR = 2
ThicknessMult = 7
MaskPass = 4

[ANIMATED_WIPER_...]
MESHES = Coloured007,Coloured005,Coloured004,Coloured006
UNDERLYING_SURFACE = Glass001_SUB1
DEBUG = 1 ; remove when everything is ready

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = Coloured007,Coloured005,Coloured004,Coloured006
UNDERLYING_SURFACE = Glass001_SUB1
GROUP_0 = 'wiper00@A=*'
GROUP_0_ANGLE_TO = 87.900002
GROUP_0_AXIS = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_0_END = -0.720114, 0.967792, 0.717772
GROUP_0_PIVOT = 0.124696, 0.901411, 0.957315
GROUP_0_RUBBER_FROM = 0.101646, 0.930283, 0.966217
GROUP_0_RUBBER_OFFSET_AMOUNT = 0.000000
GROUP_0_RUBBER_OFFSET_POS = 0.518000
GROUP_0_RUBBER_TO = -0.720114, 0.967792, 0.717772
GROUP_0_SCALE_LUT = '(|0.000=1.000|1.009=0.905|1.036=0.551|)'
GROUP_1 = 'wiper01@A=*'
GROUP_1_ANGLE_TO = 75.000000
GROUP_1_AXIS = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_1_END = -0.237287, 0.965806, 0.842500
GROUP_1_PIVOT = 0.664950, 0.865156, 0.960992
GROUP_1_RUBBER_FROM = 0.611424, 0.990097, 0.836731
GROUP_1_RUBBER_OFFSET_AMOUNT = 0.000000
GROUP_1_RUBBER_TO = -0.237287, 0.965806, 0.842500

------------PBR Materials---------------

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = GlassInside, GlassInside1

[SHADER_REPLACEMENT_44]
ACTIVE = 1
MESHES = Light009
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.4
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_1_ROUGHNESSEXP = pbRoughness, 3
PROP_3_PBNORMALDETAILPBRMULTS = pbNormalDetailPBRMults, 0.5, 0.5, 0.4

[Material_Plastic_v2]
Meshes =Coloured004, Coloured005, Coloured006, Coloured007
AmbientSpecular =0.09
AmbientSpecularEXP =0
BrightnessAdjustment = 0.0230
Reflectance = 0.102	
DetailScale = 155
DetailTextureBlur = 0.0
DetailNormalBlend = 0.00
DetailNormalPBRSecondaryColor = 0, 0, 0




; New car paint
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = carpaint
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = carpaint
LocalReflectionsForce = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 1

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

[RAIN_FX]
PUDDLES_MATERIALS = 
SOAKING_MATERIALS = ...
SMOOTH_MATERIALS = ...
ROUGH_MATERIALS = CSR2_Carbon1
LINES_MATERIALS = ...
LINES_FILTER_MATERIALS = ... 

[Material_Carbon]
Materials
BrightnessAdjustment = 0.02
ClearCoatF0 = 0.05

[Material_PhotoelasticGlass]
Materials = headlights glass
FilmIOR = 1
ThicknessMult = 0.1
PhotoelasticityMult = 0.3
PhotoelasticityBaseScale = 15

[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials = 
[Material_PhotoelasticGlass]
Meshes=window_headlights glass


[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials = 
[Material_PhotoelasticGlass]

[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=0
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=0
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[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

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend
MESHES = brakelight_m_SUB1, Light0071, Light007.001, Light008.001
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = Tyre
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.4
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

[Material_Glass] ; Red Taillights Glass
Materials = m8_tailight
FilmIOR = 1.8
ExtraLightsAdjustment = 0.05
BrightnessAdjustment = 0.1
Refraction = 1
Desaturate = 0
ThicknessMult = 2

[Material_PhotoelasticGlass]
Materials = headlights glass
FilmIOR = 1
ThicknessMult = 0.1
PhotoelasticityMult = 0.3
PhotoelasticityBaseScale = 15

[SHADER_REPLACEMENT_...]
MESHES = vr_base_headlights001
PROP_... = emChannelsMode, 1

[Material_InteriorPBRDetail]
Meshes =light0077_l, dop_svet_L, dop_svet_R, Light009
Smoothness = 1
Reflectance = 0.15

[SHADER_REPLACEMENT_...]
MESHES = grile_M_badge, m5_rear_badge, boot_SUB11
PROP_... = ksDiffuse, 0.05
PROP_... = detailNormalBlend, 0 
RESOURCE_0 = txDetail
RESOURCE_0_COLOR = 1

[Material_Chrome]
Meshes = cs_reshitka_frame, grile_M_badge, m5_rear_badge, boot_SUB11
Smoothness = 1
Metalness = 0.95
Reflectance = 0.01
BrightnessAdjustment = 0.4
CubemapReflectionBlur = 0.25

[Material_Plastic_v2]
Meshes =  grille.002, engine_plastic, grille badge support, Object016, grille.003_cs
Reflectance = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 3
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
DetailScale = 50

[Material_Chrome]
Materials = ex_ao
Smoothness = 0.98
Metalness = 1
Reflectance = 1
BrightnessAdjustment = 0.5 ;0.8
CubemapReflectionBlur = 0

[SPEEDOMETER_MAIN]
DIGITAL_ITEM=0
DIGITAL_ITEM_NUMBER_FORMAT=6
OUTPUT_MULT=0.6213712

[GEAR_MAIN]
DIGITAL_ITEM=0
DIGITAL_ITEM_NUMBER_FORMAT=6
OUTPUT_MULT=0.6213712

[SPEEDOMETER_MAIN]
DIGITAL_ITEM=0
DIGITAL_ITEM_NUMBER_FORMAT=6
OUTPUT_MULT=0.6213712

[INCLUDE: common/materials_glass.ini]

[Material_PhotoelasticGlass]
Meshes = DRIVER:HELMET_GLASS_SUB1,unof_cp_detail.007
FilmIOR = 1.2
ThicknessMult = 12
Desaturate = 0
MaskPass = 0

[INCLUDE: common/materials_interior.ini]
[Material_Leather_v2]
Materials = Material #4000
Metalness = 0.004
Reflectance = 0.02
BrightnessAdjustment = 0.05
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 5
DetailNormalBlend = 2
DetailNormalPBRSmoothnessGamma = 0.3

------------Animations---------------

[ANIMATION_…]
INPUT=TURNSIGNAL_RIGHT
FILE = blinker_rf.ksanim
TIME = 0                  ; animation time
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 

[ANIMATION_…]
INPUT=TURNSIGNAL_LEFT
FILE = blinker_lf.ksanim
TIME = 0                 ; animation time
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation

[ANIMATION_…]
INPUT=EXTRA_F
FILE = hood.ksanim
TIME = 1.5                  ; animation time
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation  

[ANIMATION_1_…]
INPUT=HEADLIGHTS
FILE = lights_rotate.ksanim
TIME = 3                  ; animation time
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 

[ANIMATION_...]
INPUT = GEAR_D  
FILE = GEAR_D.ksanim   ; file name of new animation in “animations” folder
TIME = 0.2       ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_KEEP_UNTIL_DONE=0

[ANIMATION_...]
INPUT = GEAR_R  
FILE = GEAR_R.ksanim   ; file name of new animation in “animations” folder
TIME = 0.2        ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_KEEP_UNTIL_DONE=0

[ANIMATION_2]
INPUT = TURNSIGNAL_LEFT             ; bind to reverse gear
FILE = turn_l_control.ksanim   ; file name of new animation in “animations” folder
TIME = 0.5                ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_3]
INPUT = TURNSIGNAL_RIGHT             ; bind to reverse gear
FILE = turn_r_control.ksanim   ; file name of new animation in “animations” folder
TIME = 0.5                ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_4]
INPUT = WIPERS_MODE             ; bind to reverse gear
FILE = wipers_control.ksanim   ; file name of new animation in “animations” folder
TIME = 0.5                ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_5]
INPUT = HORN             ; bind to reverse gear
FILE = horn.ksanim   ; file name of new animation in “animations” folder
TIME = 0.1                ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_6]
INPUT = BRAKE            ; bind to reverse gear
FILE = pedal_brake.ksanim   ; file name of new animation in “animations” folder
TIME = 0.5                ; animation time
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_7]
INPUT = GAS            ; bind to reverse gear
FILE = pedal_gas.ksanim   ; file name of new animation in “animations” folder
TIME = 0.5                ; animation time
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0 

------------Scripts---------------

[SCRIPTABLE_DISPLAY_...]
MESHES=Interior003_001_001
KEEP_BACKGROUND=0
INTERACTIVE=0
FORCE_UPDATE_AFTER=0
SCRIPT=turn.lua

------------Lights and emmissive---------------

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME= vr_base_headlights002l
COLOR=25,10,0,1
LAG=0.1
LOCATION=FRONT
ACT_AS_HEADLIGHTS=0
SIMULATE_HEATING=0
CAST_LIGHT=0
TOGGLE_VISIBILITY

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME= vr_base_headlights002r
COLOR=25,10,0,1
LAG=0.1
LOCATION=FRONT
ACT_AS_HEADLIGHTS=0
SIMULATE_HEATING=0
CAST_LIGHT=0
TOGGLE_VISIBILITY

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=window_headlights_lblinker_l
COLOR=25,10,0,0.68
LAG=0.1
LOCATION=FRONT
ACT_AS_HEADLIGHTS=0
SIMULATE_HEATING=0
CAST_LIGHT=0
TOGGLE_VISIBILITY

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=window_headlights_rblinker_r
COLOR=25,10,0,0.68
LAG=0.1
LOCATION=FRONT
ACT_AS_HEADLIGHTS=0
SIMULATE_HEATING=0
CAST_LIGHT=0
TOGGLE_VISIBILITY

[EMISSIVE_LIGHT_...] ; low
NAME=window_headlights glass001
COLOR=80,100,120,0.3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; low
NAME=vr_base_headlights001_delete
COLOR=80,100,120,0.005
CHANNEL = 3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_EXTRA_A_...]
NAME=window_headlights glass003_delete
COLOR=80,100,120,0.1
FALLBACK_HEADLIGHTS_COLOR=80,100,120,0.1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_EXTRA_A_...]
NAME=vr_base_headlights001_delete
COLOR=80,100,120,0.098
FALLBACK_HEADLIGHTS_COLOR=80,100,120,0.055
CHANNEL = 2
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = window_headlights glass, window_headlights glass001, window_headlights_lblinker_l, window_headlights glass002, window_headlights glass003, window_headlights_rblinker_r

[EXTRA_FX_EMISSIVE_...]
MESHES =  f_lights, f_light_L, f_light_R ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.036              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 3
COLOR=128,198,255, 0.01              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.5              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 1     ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES = R_signal, L_signal  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.04              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.03              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.5              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 1     ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0.01      ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 16.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD =       ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = -0.01         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =       ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =  headlights high beams glass.001, dalniy_svet, dop_svet_R, dop_svet_L, dalniy_svet_l, headlights high beams glass.001_l  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.005              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.1              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 1     ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0.01      ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 16.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD =       ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = -0.01         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =       ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =  blue_lights  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.02              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.005              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.1              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 1     ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0.01      ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 16.8             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD =       ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = -0.01         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =       ; stop emissive if a mesh with given name is visible

[EMISSIVE_LIGHT_...] 
NAME=Interior,Object009,
COLOR=1,1,1,1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[INCLUDE: common/custom_emissive.ini]
[CustomEmissiveMulti]
Meshes = shifter_badges
Resolution=2000,2000
UseEmissive0AsFallback = 1
@ = AlphaFromTxDiffuse
; Debug = 1 ; uncomment me to see the areas nicely

@ = MultiItem, Role = GEAR_R ,Start = "92.7, 1768.1", Size = "50.2, 44.3",Color = "-3, 2, 0" , 
@ = MultiItem, Role = GEAR_N , Start = "124, 1813.5", Size = "37.4, 40.9" , Color = "-3, 2, 0" , 
@ = MultiItem, Role = GEAR_D ,Start = "215.6, 1815.7", Size = "52.2, 37.2" , Color = "-3, 2, 0" , 
@ = MultiItem, Role = LIGHT ,  Start = "92.9, 1771", Size = "183.8, 131.1" , Color = "2,0,0" ,

[EMISSIVE_LIGHT_...]
NAME= foot_light_r, foot_light_l 
COLOR=225,111,12,0.25
OFF_COLOR=0,0,0
LAG=0.9
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT
TOGGLE_VISIBILITY=1

[EXTRA_FX_EMISSIVE_...]
MESHES = foot_light_r, foot_light_l  ; list of meshes
MATERIALS =              ; list of materials
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
RANGE = -0.34        ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 225,111,12,0.01               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1            ; 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 = 3             ; 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         ; increase to move light producing samples away from surface alogn
COVERED_BY =             ; stop emissive if a mesh with given name is visible

[EMISSIVE_HAZARD_...]
COLOR=40,4,4,1
NAME=hazzard_badge
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.2
LAG=0.2
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME =steer_badges, control_badges,badges, kpp_badges, shifter_badges, doors_badges, move_discs_badges, badges_door_lf, klimat_badges_front, spinner_badges, signals_badges, wipers_badges
COLOR=1.5,0.3,0.1,4
ACT_AS_HEADLIGHTS=1
LAG = 0.95
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_LIGHT_...]
NAME =badge222
COLOR=170,255,0.1,0.1
ACT_AS_HEADLIGHTS=1
LAG = 0.95
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_LIGHT_...]
NAME=,console_badges1
COLOR=11,11,16,3
OFF_COLOR=0,0,0
LAG=0.9
SIMULATE_HEATING=0.7
CAST_LIGHT=0

[EMISSIVE_LIGHT_...]
NAME=badges_klimat1
COLOR=1,11,0,3
OFF_COLOR=0,0,0
LAG=0.9
SIMULATE_HEATING=0.7
CAST_LIGHT=0

[EMISSIVE_LIGHT_...]
NAME=speaker_door_lf1, speaker_door_rf, door_lf_emissive1, amspeaker_004,amspeaker_003,amspeaker_005,amspeaker_002
COLOR=225,111,12,0.2
OFF_COLOR=225,111,12,0.2
LAG=0.98

[EMISSIVE_LIGHT_...]
NAME= door_lf_emissive1, amspeaker_004,amspeaker_003,amspeaker_005,amspeaker_002
COLOR=225,111,12,0.03
OFF_COLOR=225,111,12,0.03
LAG=0.98

[EMISSIVE_LIGHT_...]
NAME=torpeda_emissive, front_emissive_int, door_lf_emissive
COLOR=225,111,12,0.15
OFF_COLOR=225,111,12,0.15
LAG=0.98

[EMISSIVE_LIGHT_...]
NAME= speakers1, speaker_door_lf
COLOR=225,111,12,0.03
OFF_COLOR=225,111,12,0.03
LAG=0.98

[EMISSIVE_LIGHT_...]
NAME=mlogo_seats
COLOR=2,2,3.5,0.5
LAG=0.75

[SHADER_REPLACEMENT_...]
MATERIALS =mlogo_seats, torpeda_emissive, speakers1, speaker_door_lf, speaker_door_lf1, speaker_door_rf, front_emissive_int, door_lf_emissive, door_lf_emissive1, amspeaker_004,amspeaker_003,amspeaker_005,amspeaker_002, foot_light_r, foot_light_l
ADAPTIVE_EMISSIVE = 1

[EMISSIVE_TURNSIGNAL_LEFT_...] ; 
NAME=L_signal1
COLOR=25,10,0,0.7
FALLBACK_COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; 
NAME=L_signal
COLOR=25,10,0,1
FALLBACK_COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; 
NAME=L_signal_ref
COLOR=25,10,0,1
FALLBACK_COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=mirror_turn_l
COLOR=25,10,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=LEFT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=pov_LR
COLOR=25,10,0,15
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; 
NAME=R_signal1
COLOR=25,10,0,0.7
FALLBACK_COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; 
NAME=R_signal
COLOR=25,10,0,1
FALLBACK_COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; 
NAME=R_signal_ref
COLOR=25,10,0,1
FALLBACK_COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=mirror_turn_r
COLOR=25,10,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=RIGHT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=pov_RR
COLOR=25,10,0,15
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[Material_Plastic_v2]
Materials = CSR2_Light.001
Reflectance = 0.2
Smoothness = 0.6
DetailNormalBlend = 0.3
DetailScale = 64
BrightnessAdjustment = 1
RESOURCE_2 = txDetail
RESOURCE_COLOR_2 = 1,1,1
DetailNormalPBRSmoothness = 0.5

[SHADER_REPLACEMENT_...]
MATERIALS = CSR2_Light.001
PROP_0 = fresnelC, 0.1
PROP_1 = fresnelEXP, 3
PROP_2 = fresnelMaxLevel, 0.02
PROP_3 = isAdditive, 1
PROP_4 = ksSpecular, 0.05
PROP_5 = ksSpecularEXP, 120
PROP_6 = ksAmbient, 0.15
PROP_7 = ksDiffuse, 0.2

[EXTRA_FX]
MASK_GBUFFER = material:linza_glass
SKIP_GBUFFER = Headlights_045

[Material_Glass]
Materials = linza_glass
IOR = 1.5          ; looks better like this
FilmIOR = 1     ; redefine IOR for external film layer to increase reflections
ThicknessMult = 3 ; thicker glass passes less light through
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0.3
FresnelC = 0.1

[Material_CarPaint_Chrome]
Materials = linza_vnutryanka
NormalsMode = BASIC
BrightnessAdjustment = 0.1
SpecularBase = 1,50
SpecularSun = 12, 1500
PROP_0 = isAdditive, 2
ClearCoatThickness = 0.2

[Material_CarPaint_Chrome]
Materials = corners
NormalsMode = BASIC
BrightnessAdjustment = 3
SpecularBase = 1,50
SpecularSun = 12, 1500
PROP_0 = isAdditive, 2
ClearCoatThickness = 0.2

[EMISSIVE_HIGHBEAM_...]
NAME = linza_vnutryanka
COLOR = 100,100,100,100

[EMISSIVE_LIGHT_...]
NAME = cs_lights
COLOR = 100,100,100,100

[EMISSIVE_CORNERINGLAMP_RIGHT_...]
NAME=extra_optics_r
COLOR = 5,5,5,5

[EMISSIVE_CORNERINGLAMP_LEFT_...]
NAME=extra_optics_l
COLOR = 5,5,5,5

; Highbeam_R
[LIGHT_EXTRA_...]
BOUND_TO = linza_vnutryanka
AMBIENT_INFLUENCE = 0.4
COLOR=20,22,25,1700
DIFFUSE_CONCENTRATION = 1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
AFFECTS_TRACK=0
LAG=0.1
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0, 0, 0
POSITION=-0.753, 0.685, 2.13
DIRECTION=-0, 0, -1
RANGE=0.06
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=1
SPOT=350

[LIGHT_EXTRA_...]
BOUND_TO = linza_vnutryanka
AMBIENT_INFLUENCE = 0.4
COLOR=20,22,25,1700
DIFFUSE_CONCENTRATION = 1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
AFFECTS_TRACK=0
LAG=0.1
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0, 0, 0
POSITION=-0.613, 0.666, 2.22
DIRECTION=-0, 0, -1
RANGE=0.06
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=1
SPOT=350

; Highbeam_L
[LIGHT_EXTRA_...]
BOUND_TO = linza_vnutryanka
AMBIENT_INFLUENCE = 0.4
COLOR=20,22,25,1700
DIFFUSE_CONCENTRATION = 1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
AFFECTS_TRACK=0
LAG=0.1
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0, 0, 0
POSITION=0.753, 0.685, 2.13
DIRECTION=-0, 0, -1
RANGE=0.06
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=1
SPOT=350

[LIGHT_EXTRA_...]
BOUND_TO = linza_vnutryanka
AMBIENT_INFLUENCE = 0.4
COLOR=20,22,25,1700
DIFFUSE_CONCENTRATION = 1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
AFFECTS_TRACK=0
LAG=0.1
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0, 0, 0
POSITION=0.613, 0.666, 2.22
DIRECTION=-0, 0, -1
RANGE=0.06
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=1
SPOT=350

; HDL_MAIN
[LIGHT_EXTRA_...]
BOUND_TO = cs_lights
AMBIENT_INFLUENCE = 0.4
COLOR=20,22,25,1700
DIFFUSE_CONCENTRATION = 1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
AFFECTS_TRACK=0
LAG=0.1
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0, 0, 0
POSITION=-0.753, 0.685, 2.13
DIRECTION=-0, 0, -1
RANGE=0.06
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=1
SPOT=350

[LIGHT_EXTRA_...]
BOUND_TO = cs_lights
AMBIENT_INFLUENCE = 0.4
COLOR=20,22,25,1700
DIFFUSE_CONCENTRATION = 1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
AFFECTS_TRACK=0
LAG=0.1
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0, 0, 0
POSITION=-0.613, 0.666, 2.22
DIRECTION=-0, 0, -1
RANGE=0.06
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=1
SPOT=350

; HDL_MAIN_1
[LIGHT_EXTRA_...]
BOUND_TO = cs_lights
AMBIENT_INFLUENCE = 0.4
COLOR=20,22,25,1700
DIFFUSE_CONCENTRATION = 1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
AFFECTS_TRACK=0
LAG=0.1
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0, 0, 0
POSITION=0.753, 0.685, 2.13
DIRECTION=-0, 0, -1
RANGE=0.06
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=1
SPOT=350

[LIGHT_EXTRA_...]
BOUND_TO = cs_lights
AMBIENT_INFLUENCE = 0.4
COLOR=20,22,25,1700
DIFFUSE_CONCENTRATION = 1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
AFFECTS_TRACK=0
LAG=0.1
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0, 0, 0
POSITION=0.613, 0.666, 2.22
DIRECTION=-0, 0, -1
RANGE=0.06
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=1
SPOT=350

; CORNERS
[LIGHT_EXTRA_...]
BOUND_TO = extra_optics_r
AMBIENT_INFLUENCE = 0.4
COLOR=20,22,25,910
DIFFUSE_CONCENTRATION = 1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
AFFECTS_TRACK=0
LAG=0.1
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0, 0, 0
POSITION=-0.457, 0.643, 2.32
DIRECTION=-0, 0, -1
RANGE=0.06
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=1
SPOT=350

[LIGHT_EXTRA_...]
BOUND_TO = extra_optics_l
AMBIENT_INFLUENCE = 0.4
COLOR=20,22,25,810
DIFFUSE_CONCENTRATION = 1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
AFFECTS_TRACK=0
LAG=0.1
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0, 0, 0
POSITION=0.457, 0.643, 2.32
DIRECTION=-0, 0, -1
RANGE=0.06
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=1
SPOT=350

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = cs_glass_front

[LIGHT_HEADLIGHT_0]
BOUND_TO = cs_lights
RELATIVE_TO = cs_lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=1.3, 1.2, 1.1, 15
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.31, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=1
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.658526
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.538526
OFF_MULT=0
OFF_POSITION=0, 0.568216, 1.74877
OFF_RANGE_MULT=0.3
POPUP_ENABLED=0
POSITION=0.75, -0.08, 0.4
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=60
SECOND_SPOT_INTENSITY=2
SECOND_SPOT_RANGE=35
SECOND_SPOT_SHARPNESS=0.7
SECOND_SPOT_SKIP=0.5
SPECULAR_MULT=1
SPOT=75
SPOT_EDGE=0.07, 0.07, 0.08
SPOT_EDGE_SHARPNESS=15
SPOT_SHARPNESS=0.8
SPOT_UP=-0.0, 1, 0

[EMISSIVE_BRAKE_...]
NAME=rear windshield brake light
TOGGLE_VISIBILITY = 0
COLOR=255, 40, 40
LAG=0.0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_REVERSE_...]
NAME =reverse_lights  ; name (one or more) of a mesh to glow
COLOR = 20, 20, 20          ; glowing color if condition is met
LAG = 0.1                  ; 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


[EMISSIVE_EXTRA_H_...]
NAME= rear_fog lights
COLOR=60, 35, 4
LAG=0.9
INPUT_LAG_UP = 0.950
INPUT_LAG_DOWN = 0.9885
SIMULATE_HEATING=0.5
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0
CHANNEL=0

[EMISSIVE_EXTRA_A_...]
NAME= f_lights
COLOR=128,198,255, 0.6
FALLBACK_HEADLIGHTS_COLOR=128,198,255, 0.6
LAG=0.9
INPUT_LAG_UP = 0.950
INPUT_LAG_DOWN = 0.9885
SIMULATE_HEATING=0.5
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0
CHANNEL=0

[EMISSIVE_EXTRA_A_...]
NAME= f_lights1
COLOR=128,198,255, 0.05
FALLBACK_HEADLIGHTS_COLOR=128,198,255, 0.05
LAG=0.9
INPUT_LAG_UP = 0.950
INPUT_LAG_DOWN = 0.9885
SIMULATE_HEATING=0.5
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0
CHANNEL=0

[EMISSIVE_EXTRA_A_1_...]
NAME= f_light_R, f_light_L
COLOR=128,198,255, 0.6
FALLBACK_HEADLIGHTS_COLOR=128,198,255, 0.6
LAG=0.7
INPUT_LAG_UP = 0.970
INPUT_LAG_DOWN = 0.9875
SIMULATE_HEATING=0.5
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
CHANNEL=0

[EMISSIVE_EXTRA_A_1_...]
NAME= f_light_R1, f_light_L1
COLOR=128,198,255, 0.05
FALLBACK_HEADLIGHTS_COLOR=128,198,255, 0.05
LAG=0.7
INPUT_LAG_UP = 0.970
INPUT_LAG_DOWN = 0.9875
SIMULATE_HEATING=0.5
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
CHANNEL=0

[EMISSIVE_EXTRA_A_...]
NAME= headlight_position_blinker_L, headlight_position_blinker_L1
COLOR=80,100,120,0.9
FALLBACK_HEADLIGHTS_COLOR=80,100,120,0.9
LAG=0.7
INPUT_LAG_UP = 0.9875
INPUT_LAG_DOWN = 0.970
SIMULATE_HEATING=0.5
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
CHANNEL=0

[EMISSIVE_EXTRA_A_...]
NAME= headlight_positio_ blinke_ R, headlight_position_blinker_R1
COLOR=80,100,120,0.9
FALLBACK_HEADLIGHTS_COLOR=80,100,120,0.9
LAG=0.7
INPUT_LAG_UP = 0.9875
INPUT_LAG_DOWN = 0.970
SIMULATE_HEATING=0.5
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
CHANNEL=0

[EMISSIVE_EXTRA_B_...]  
NAME=blue_lights
COLOR=5,5,25,1
LAG=0.9
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_CORNERINGLAMP_RIGHT_0]
NAME=dop_svet_R,dop_svet_R001
TOGGLE_VISIBILITY = 0
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
COLOR=80,100,120,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_CORNERINGLAMP_RIGHT_...]
NAME=suka_corner
COLOR=3,3,3,5
LAG=0.4

[EMISSIVE_CORNERINGLAMP_LEFT_...]
NAME=suka_corner001
COLOR=3,3,3,5
LAG=0.4

[EMISSIVE_CORNERINGLAMP_LEFT_...]
NAME=dop_svet_L,dop_svet_L001
TOGGLE_VISIBILITY = 0
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
COLOR=80,100,120,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME= platelights
COLOR= 1,1,1, 10
OFF_COLOR= 10,15,20, 1
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1


[LIGHT_FLAME_0]
BRIGHTNESS_MULT=0.2
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=0.2
COLOR=-1, -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=0.8

[LIGHT_FLAME_1]
BRIGHTNESS_MULT=0.2
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=0.2
COLOR=-1, -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=0.8

[LIGHT_FLAME_2]
BRIGHTNESS_MULT=0.2
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=0.2
COLOR=-1, -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=0.8

[LIGHT_FLAME_3]
BRIGHTNESS_MULT=0.2
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=0.2
COLOR=-1, -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=0.8



[EMISSIVE_LIGHT_...]
NAME =redlayer_4, redlayer_5,redlayer_6,
COLOR = 10, 10, 10 ,1
OFF_COLOR = 15, 15, 15, 1
ACT_AS_HEADLIGHTS=1
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_LIGHT_...]
NAME =Object652, Object653, redlayer_10, redlayer_9,
COLOR = 2, 2, 2 ,1
OFF_COLOR = 3, 3, 3, 1
ACT_AS_HEADLIGHTS=1
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_LIGHT_...]
NAME =Mesh027
COLOR = 1, 1, 1 ,1
OFF_COLOR = 2, 2, 2, 1
ACT_AS_HEADLIGHTS=1
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_LIGHT_...]
NAME =GEO_STEER_M506, Mesh024, int_lit_buttons, chassis1_SUB16,
COLOR=1.5,0.3,0.1,4
ACT_AS_HEADLIGHTS=1
LAG = 0.95
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_LIGHT_...]
NAME =radiodashlights001,
COLOR=1.5,0.3,0.1,0.7
ACT_AS_HEADLIGHTS=1
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[LIGHT_BRAKE_0] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.181034, 0, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -.5, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.674
MIRROR_DIRECTION=0
POSITION=0.06, 0.89, -2.12
RANGE=7
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.135, 0.135, 0.135
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_REVERSE_0] ; Reverse Lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.385
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=-0.06, 0.848, -2.25
RANGE=2
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

[EMISSIVE_LIGHT_...]
NAME=taillight_l03, taillight_r03, taillight_r, taillight_l, light002001, Light0071, Light007.001
COLOR=55,5,0,3
LAG=0.7
SIMULATE_HEATING=0

[EMISSIVE_LIGHT_...]
NAME=chassis15.004, door_pside_f15.002, door_dside_f15.002
COLOR=55,1,0,3
LAG=0.7
SIMULATE_HEATING=0

[EMISSIVE_REVERSE_0]
NAME=reversinglight_r, reversinglight_l
COLOR=25, 25, 25,10
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_LIGHT_...]
NAME=Object005, InteriorEmissive, Object27239,
COLOR=1.5,0.3,0.1,5
LAG=0.95
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=misc_e01.002, 
COLOR=30,30,20
OFF_COLOR=30,1,0
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=extralight_2_001_001
COLOR=230,230,250
LAG=0.40
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_EXTRA_A_...]
NAME=light002001, Light0071, Light007.001, Light008.001, Light009.001
COLOR=50,35,10
FALLBACK_HEADLIGHTS_COLOR = 50,35,10
LOCATION=REAR
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_...]
NAME=Light009, Light0091
COLOR=100,3,0,4
FALLBACK_HEADLIGHTS_COLOR = 100,3,0,4
LOCATION=REAR
CAST_LIGHT=1

[EMISSIVE_EXTRA_A_...]
NAME=rear_lights_extra
COLOR=55,5,0,3
FALLBACK_HEADLIGHTS_COLOR =55,5,0,0.5
LOCATION=REAR
CAST_LIGHT=0

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=Light003
COLOR=50,0,0,10
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50,0,0,10
FALLBACK_HEADLIGHTS_COLOR =0, 0, 0
LAG=0.4
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=Light008, Light0081
COLOR=50,1,1,20
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50,0,0,10
FALLBACK_HEADLIGHTS_COLOR =0, 0, 0
LAG=0.4
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking
TOGGLE_VISIBILITY=1

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=brakes_diff
COLOR=50,0,0,10
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =0,0,0,10
FALLBACK_HEADLIGHTS_COLOR =0, 0, 0
LAG=0.4
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[LIGHT_EXTRA_0_REARLIGHTS] ; taillight sprite to road
BOUND_TO= Light009,light002
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
POSITION=-0.1, 0.75, -2.3
MIRROR=0.5
DIRECTION=-0.1, 0, -1
AFFECTS_TRACK=1
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
SPECULAR_MULT=3
DIFFUSE_CONCENTRATION=0.88
SPOT=150
SPOT_SHARPNESS=0.1
FADE_AT=450
FADE_SMOOTH=5
RANGE=2
LAG=0.4
RANGE_GRADIENT_OFFSET=0.25
COLOR=1, 0, 0, 20

[LIGHT_EXTRA_A_] ; taillight sprite to road
BOUND_TO= Light007001,light002001
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
POSITION=-0.1, 0.75, -2.3
MIRROR=0.5
DIRECTION=-0.1, 0, -1
AFFECTS_TRACK=1
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SPECULAR_MULT=3
DIFFUSE_CONCENTRATION=0.88
SPOT=170
SPOT_SHARPNESS=0.1
FADE_AT=450
FADE_SMOOTH=5
RANGE=1
LAG=0.4
RANGE_GRADIENT_OFFSET=0.25
COLOR=1, 0, 0, 1

[LIGHT_BRAKE_0] ; Brake Cast
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0, 0, 4
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.480602
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_COLOR=1, 0.0478983, 0, 2
OFF_FADE_MULT=0.764696
OFF_MIRROR=0.499414
OFF_MULT=0.1
OFF_POSITION=0, 0.1, -3
OFF_RANGE_MULT=0.831926
POSITION=-0.1, 0.9, -2.3
RANGE=5
LAG=0.4
RANGE_GRADIENT_OFFSET=0.275
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=160
SPOT_EDGE=0.406, 0.406, 0.406
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.3675

[DATA] 
DISABLE_LIGHTSINI = 1

[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1

[LIGHT_BRAKE_0] ; Brake Cast
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0, 0, 4
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.480602
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_COLOR=1, 0.0478983, 0, 2
OFF_FADE_MULT=0.764696
OFF_MIRROR=0.499414
OFF_MULT=0.1
OFF_POSITION=0, 0.1, -3
OFF_RANGE_MULT=0.831926
POSITION=-0.1, 0.9, -2.3
RANGE=5
RANGE_GRADIENT_OFFSET=0.275
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=160
SPOT_EDGE=0.406, 0.406, 0.406
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.3675

[LIGHT_LICENSEPLATE]
MESHES=plate_loda_r,RCS ramki
OFFSET=0.0,0.055,-0.015
RANGE=0.34
RANGE_GRADIENT_OFFSET=0.56
SPOT=180
SPOT_SHARPNESS=0.82
COLOR=0.8,0.9,1 ,5
FALLBACK_EMISSIVE=0.8,0.9,1
LAYOUT=TWO_ON_TOP
FADE_AT=30
FADE_SMOOTH=10

[EMISSIVE_LIGHT_...]
NAME=nomer_pidsvitka
COLOR=20,22,38, 5
FALLBACK_HEADLIGHTS_COLOR=20,22,38, 5
LAG=0.2
SIMULATE_HEATING=0.8
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

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



------------Cluster---------------

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

[EMISSIVE_...] ; Stalled Manual Only
NAME=warning_seatbelt, warning_airbag
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,0 ,0 , 3.5
LAG=0.3

[EXTRA_FX_EMISSIVE_...]
MESHES =  Interior003_001_001, 4wd_extra, dash_turn_l, dash_turn_r gball, RPM_strilka, SPEED_strilka
DIGITAL_INSTRUMENTS =    ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.09       ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1.8      ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.8          ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EMISSIVE_LIGHT_...]
NAME=intemissiveon,platelight,plakaisik, Interior003_001_001, Object27237, 4wd_extra, 2wd_extra, gball, monitor, RPM_strilka, SPEED_strilka, proektion6
COLOR=2,2,2
OFF_COLOR=2,2,2
LAG=0.7
SIMULATE_HEATING=0

[EMISSIVE_LIGHT_...]
NAME= RPM_strilka, SPEED_strilka
COLOR=255,255,255,0.1
OFF_COLOR=255,255,255,0.1
LAG=0.7
SIMULATE_HEATING=0

[ANIMATION_...]
INPUT = SPEED
INPUT_LUT = (| 0=0| 4350=4.0 |)
FILE= speed.ksanim
TIME = 5                 ; animation time
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode

[ANIMATION_...]
INPUT = RPM
INPUT_LUT = (| 0=0| 22000=0.8 |)
FILE= rpm.ksanim
TIME = 5                 ; animation time
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR = FIRST
UPPER_BOUND = 1  
RANGE=0              ; maximum input value for arrow to move with
START = 0 
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0.0
SPEED_LAG = 0.0                 ; lag for speed, adding inertia of movement
G_FACTOR = -0.8, 0, 0
POS_OFFSET_START = 0.0, 0, -0.0 position offset for the minimum value
POS_OFFSET_END = -0.06, 0.0, -0.0
NAME=gxnegativber

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR =  FIRST
UPPER_BOUND = 1 
RANGE=0                ; maximum input value for arrow to move with
START = 0 
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=00 
SPEED_LAG = 0.0                ; lag for speed, adding inertia of movement
G_FACTOR = 0.8, 0, 0.0
POS_OFFSET_START = 0.00, -0.0, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.06, 0.00, 0.0
NAME=gxpositivre

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR = THIRD
UPPER_BOUND = 1.3                 ; maximum input value for arrow to move with
START = 0 
RANGE=0
INPUT_LAG=0.0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0
SPEED_LAG = 0.0                 ; lag for speed, adding inertia of movement
G_FACTOR = 0.0, 0, 0.8
POS_OFFSET_START = 0.00, -0.00, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.00, -0.04, 0.0
NAME=gznegative


[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR =THIRD
UPPER_BOUND = 1.3                 ; maximum input value for arrow to move with
START = 0 
RANGE=0
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0.0
SPEED_LAG = 0               ; lag for speed, adding inertia of movement
G_FACTOR = 0.0, 0, -0.8
POS_OFFSET_START = 0.00, -0.00, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.000, 0.04, 0.0
NAME=gzplus

[ANIMATION_…]
INPUT=EXTRA_D
FILE = projection_on_off.ksanim
TIME = 0.9                  ; animation time
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 

[ANIMATION_…]
INPUT=EXTRA_C
FILE = 2wdmode.ksanim
TIME = 0.01                  ; animation time
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 

[ANIMATION_…]
INPUT=
FILE = 
TIME = 0.09                  ; animation time
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 

[EMISSIVE_TURNSIGNAL_LEFT_...] ; 
NAME=dash_turn_l
COLOR=30,255,1,0.3
FALLBACK_COLOR=30,255,1,0.3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=1

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; 
NAME=dash_turn_r
COLOR=30,255,1,0.3
FALLBACK_COLOR=30,255,1,0.3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=1

[EMISSIVE_EXTRA_A_...]
NAME= dho_badge
COLOR=30,255,1,0.3
FALLBACK_HEADLIGHTS_COLOR=30,255,1,0.3
LAG=0.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
CHANNEL=0
TOGGLE_VISIBILITY=1

[EMISSIVE_LIGHT_...] ; low
NAME=low_lights_badge
COLOR=30,255,1,0.3
LAG=0.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=1

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=hight_lights_badge
COLOR=1,54,255,0.8
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY=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
ENGINE_INT=1
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 = 1.00
ENGINE_INT = 1.00
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 1
TURBO = 1.0
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = 1
SKID_INT = 1

------------EXTRAS---------------




[REFRACTING_HEADLIGHT_0]
ABSORPTION = 0.035
AMBIENT_MULT = 0.22
BASE_EMISSIVE_K = 0.22
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_REFLECTION_K = 0.85
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1.04
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.028983256,-0.6988727,-0.7146587
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 1,0.9999,0.9999
GLASS_EMISSIVE_MULT = 0.42
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 8
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0.9999993,-1.2340024e-08,-1.9967556e-06
MIRROR_POS = 0.00010681152,0.62838125,2.1456757
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = 0.55392456,0.7481976,2.4823608
RADIUS = 0.4098
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.49
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0


[REFRACTING_HEADLIGHT_1]
SURFACE = f_light_R_ref
INSIDE = f_light_R
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_1]
ABSORPTION = 0.035
AMBIENT_MULT = 0.22
BASE_EMISSIVE_K = 0.22
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_REFLECTION_K = 0.85
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1.04
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.26831982,-0.6318405,-0.72725224
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 1,0.9999,0.9999
GLASS_EMISSIVE_MULT = 0.42
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 8
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = -0.9516447,-0.037021115,-0.30059832
MIRROR_POS = 0.12763977,0.75123,2.2267914
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = -0.89170074,0.8527099,2.5949402
RADIUS = 0.4098
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.49
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_2]
SURFACE = f_light_L_ref
INSIDE = f_light_L
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_2]
ABSORPTION = 0.035
AMBIENT_MULT = 0.22
BASE_EMISSIVE_K = 0.22
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_REFLECTION_K = 0.85
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1.04
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.38138855,-0.6321584,-0.674479
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 1,0.9999,0.9999
GLASS_EMISSIVE_MULT = 0.42
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 8
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0.99606717,-0.03860117,-0.060898572
MIRROR_POS = 0.12744904,0.7512295,2.2272644
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = 0.6881485,0.790874,2.4090118
RADIUS = 0.4098
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.49
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_3]
SURFACE = blue_lights_ref
INSIDE = blue_lights
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_3]
ABSORPTION = 0.148
AMBIENT_MULT = 0.22
BASE_EMISSIVE_K = 0.22
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 0,0.58708096,1
BULB_REFLECTION_K = 0.85
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1.04
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.028983256,-0.6988727,-0.7146587
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 0,0.5882353,1
GLASS_EMISSIVE_MULT = 0.71
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 8
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0.9999993,-1.2340024e-08,-1.9967556e-06
MIRROR_POS = 0.00010681152,0.62838125,2.1456757
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = 0.55392456,0.7481976,2.4823608
RADIUS = 0.4098
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.49
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0


[REFRACTING_HEADLIGHT_4]
SURFACE = katafoty
INSIDE = katafoty1
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_4]
ABSORPTION = 0.10599999
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 0.24
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 0.6618693,0.02178582,0
BULB_REFLECTION_K = 0.75
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 10
DIFFUSE_MAP_MULT = 0
DIRECTION = -0.30905417,0.032786533,0.95047915
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 0.6627451,0.023529414,0
GLASS_EMISSIVE_MULT = 0.68
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 7
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0.99999785,6.9849193e-09,1.5795231e-06
MIRROR_POS = -0.001083374,0.33319163,-1.656311
NM_SHARE_EXT = 0.36
NM_SHARE_INT = 0.52
ORIGIN = 0.74809265,0.031335115,-2.0278778
RADIUS = 0.5831007
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_5]
SURFACE = pov_LR1
INSIDE = pov_LR
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_5]
ABSORPTION = 0.308
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 0.33
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 1,0.8431373,0
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1.49
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.26822013,-0.3793823,0.8855095
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 1,0.84326595,0
GLASS_EMISSIVE_MULT = 0.64
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 11.3
INNER_SPECULAR_EXP = 800
IOR = 1
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0.99999785,6.9849193e-09,1.5795231e-06
MIRROR_POS = -0.001083374,0.33319163,-1.656311
NM_SHARE_EXT = 1
NM_SHARE_INT = 1
ORIGIN = 0.8267212,0.75111985,-2.1503448
RADIUS = 0.5831007
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 3
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.01
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_6]
SURFACE = pov_RR1
INSIDE = pov_RR
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_6]
ABSORPTION = 0.308
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 0.33
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 1,0.8431373,0
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1.49
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.0038023812,-0.37800595,0.92579544
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 1,0.84326595,0
GLASS_EMISSIVE_MULT = 0.64
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 11.3
INNER_SPECULAR_EXP = 800
IOR = 1
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = -0.9924517,-0.0151518565,0.121692896
MIRROR_POS = -0.00088500977,0.33319306,-1.6562653
NM_SHARE_EXT = 1
NM_SHARE_INT = 1
ORIGIN = -0.5856781,0.8366101,-2.221817
RADIUS = 0.5831007
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 3
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.01
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0


[REFRACTING_HEADLIGHT_7]
SURFACE = reverse_lights1
INSIDE = reverse_lights
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_7]
ABSORPTION = 1
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 1
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 0.6652268,0.66518503,0.6651603
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 2.86
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.18779983,-0.26564804,0.94560164
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 100
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 0.6666667,0.6666667,0.6666667
GLASS_EMISSIVE_MULT = 0.06
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 20
INNER_SPECULAR_EXP = 1000
IOR = 1
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 0
MIRROR_DIR = 1.0000017,-8.8242814e-08,-1.2785196e-05
MIRROR_POS = 0.0006942749,0.5618259,-1.9026184
NM_SHARE_EXT = 0.51
NM_SHARE_INT = 0.51
ORIGIN = 0.7272949,0.6058035,-2.280777
RADIUS = 0.4098
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 3
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.64
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0




[REFRACTING_HEADLIGHT_8]
ABSORPTION = 1
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 1
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 0.6652268,0.66518503,0.6651603
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 2.86
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.18779983,-0.26564804,0.94560164
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 100
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 0.6666667,0.6666667,0.6666667
GLASS_EMISSIVE_MULT = 0.06
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 20
INNER_SPECULAR_EXP = 1000
IOR = 1
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 0
MIRROR_DIR = 1.0000005,-1.7229468e-08,-1.1771917e-05
MIRROR_POS = -0.00033569336,0.5633918,-1.9039459
NM_SHARE_EXT = 0.51
NM_SHARE_INT = 0.51
ORIGIN = 0.7272949,0.6058035,-2.280777
RADIUS = 0.4098
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 3
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.64
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_9]
SURFACE = mirror_turn_r1
INSIDE = mirror_turn_r
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_9]
ABSORPTION = 0.308
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 0.33
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 1,0.8431373,0
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1.49
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.41842425,-0.3628969,-0.8326274
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 1,0.84326595,0
GLASS_EMISSIVE_MULT = 0.64
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 11.3
INNER_SPECULAR_EXP = 800
IOR = 1
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = -0.99245507,-0.015151996,0.121692985
MIRROR_POS = 0.12936401,0.4348874,0.7681122
NM_SHARE_EXT = 1
NM_SHARE_INT = 1
ORIGIN = -1.0061646,1.2160612,1.3974609
RADIUS = 0.5831007
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 3
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.01
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_10]
SURFACE = mirror_turn_l1
INSIDE = mirror_turn_l
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_10]
ABSORPTION = 0.308
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 0.33
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 1,0.8431373,0
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1.49
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.39601284,-0.3628554,-0.8435123
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 1,0.84326595,0
GLASS_EMISSIVE_MULT = 0.64
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 11.3
INNER_SPECULAR_EXP = 800
IOR = 1
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0.999751,-0.013810135,-0.017528206
MIRROR_POS = 0.12945557,0.43488646,0.7679596
NM_SHARE_EXT = 1
NM_SHARE_INT = 1
ORIGIN = 1.2269745,1.163084,1.0810089
RADIUS = 0.5831007
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 3
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.01
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_11]
SURFACE = rear_lights_extra1
INSIDE = rear_lights_extra
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_11]
ABSORPTION = 1
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 0.33
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 0.6312495,0.010959113,0
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 10
DIFFUSE_MAP_MULT = 0.111
DIRECTION = -0.94286454,-0.33063516,0.04110506
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 0.6313726,0.011764707,0
GLASS_EMISSIVE_MULT = 0.91
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 11.3
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.0003182,-0.0139834,0.003412187
MIRROR_POS = -0.030059814,0.8594599,-2.0350342
NM_SHARE_EXT = 1
NM_SHARE_INT = 1
ORIGIN = 0.9027252,0.842692,-1.9460449
RADIUS = 0.1356001
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 3
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.75
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_12]
SURFACE = Light007, Light0071
INSIDE = Light008, Light009
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_12]
ABSORPTION = 1
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 0.33
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 1,0,0.034090042
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 10
DIFFUSE_MAP_MULT = 0.105
DIRECTION = -0.057066143,-0.23207754,0.9710251
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 1,0.014042139,0
GLASS_EMISSIVE_MULT = 0.47
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 11.3
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.0005317,-0.00197538,0.005411029
MIRROR_POS = 0.0006713867,0.9499512,-2.5408325
NM_SHARE_EXT = 1
NM_SHARE_INT = 1
ORIGIN = 0.72106934,1.1309204,-3.0205688
RADIUS = 0.1389
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 3
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.87
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_13]
SURFACE = Light0072, Light00711
INSIDE = Light0081, Light0091
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_13]
ABSORPTION = 1
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 0.33
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 1,0,0.034090042
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 10
DIFFUSE_MAP_MULT = 0.105
DIRECTION = -0.053670377,-0.22466028,0.9729626
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.15
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 1,0.014042139,0
GLASS_EMISSIVE_MULT = 0.47
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 11.3
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.0005317,-0.00197538,0.005411029
MIRROR_POS = 0.0006713867,0.9499512,-2.5408325
NM_SHARE_EXT = 1
NM_SHARE_INT = 1
ORIGIN = 0.45483398,0.99989045,-3.092987
RADIUS = 0.5118
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 3
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.87
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_14]
SURFACE = Light003_ref
INSIDE = Light003
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 4

[REFRACTING_HEADLIGHT_14]
ABSORPTION = 0.46099997
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 0.24
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 4
BULB_COLOR = 1,0.8135678,0
BULB_REFLECTION_K = 0.75
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 0
DIFFUSE_MAP_MULT = 0
DIRECTION = -0.058016986,0.32681563,0.9433163
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 8.87
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 1000
F0 = 1
GLASS_COLOR = 0.6627451,0,0.023529414
GLASS_EMISSIVE_MULT = 0.66
GLASS_EXTRA_THICKNESS = 0.040000044
INNER_SPECULAR = 7
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 1
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0.99999785,6.9849193e-09,1.5795231e-06
MIRROR_POS = -0.001083374,0.33319163,-1.656311
NM_SHARE_EXT = 0.36
NM_SHARE_INT = 0.52
ORIGIN = 0.039794922,1.1410155,-1.8017883
RADIUS = 0.5831007
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0
REFRACTION_MASKING = 0
SIDE_FALLOFF = 1.12
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

;PBR GLASS 
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = window_rear, windows_SUB2, windows_SUB1, window_front
ThicknessMult = 20
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=2



























