[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: rim_rep.ini]
[INCLUDE: common/custom_rims.ini]

;;;;;;;;; Data Replacement ;;;;;;;;; 
[DATA] 
DISABLE_LIGHTSINI = 1

[LIGHTING] ; 
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=0.0
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.5

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1


[PARTICLES_FX]
BODYSPARKS_AMOUNT=0.25
BODYSPARKS_INTENSITY=0.2
BODYSPARKS_LIFETIME=0.4
BODY_SPARKS_COLOR=1, 0.5, 0, 10
COLLIDER_0SPARKS_AMOUNT=0.25
COLLIDER_0SPARKS_INTENSITY=0.2
COLLIDER_0SPARKS_LIFETIME=0.4
COLLIDER_0_SPARKS_COLOR=1, 0.5, 0, 10
DRAG_MULT=2
INTERIOR_BOUNDS_CHECK=1
INTERIOR_BOUNDS_HEIGHT=0.644874
LIFT_MULT=0.1
SPARKS_AMOUNT_MULT=2
SPARKS_COOLDOWN_LAG=0.96
SPARKS_DEPTH_EXP=4
SPARKS_MAX_DEPTH=0.0025
SPARKS_OVERLOAD_LAG=0.7
TRACES_LIGHTS_POS=0.655593, 0.825127, -2.15187

[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=0
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=0.295g
OFFSET=0.05
WIDTH=0.255





[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=0
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=0.295
OFFSET=0.05
WIDTH=0.255


[REFLECTIONS_FX]
ALLOW_INTERIOR_SSAO=1
ALLOW_INTERIOR_SSGI=1
AUTOFIX=1
MASK_CUBEMAP_ENABLED=1
MASK_CUBEMAP_OFFSET=0, -0.1, 0.2
MASK_CUBEMAP_TWEAK=0.5

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=0
SHAKING=0

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[STATUS_EXHAUST]
TEMPERATURE_BOOST=400
TEMPERATURE_IDLE=400
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_RPM=100

[STATUS_OIL]
PRESSURE_BASE=1
PRESSURE_LAG_DOWN=0.9985
PRESSURE_LAG_UP=0.998
PRESSURE_STEP=0.7
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_MULT=1
TEMPERATURE_OFFSET=0
TEMPERATURE_RPM_FACTOR=0.03

[BRAKEDISC_FX]
ACTIVE = 1   
REFRESH = 1         ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0         ; use ceramic look
CARVED = 20              ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.5   ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle
DEBUG = 0
DISC_INTERNAL_RADIUS = 0.110
DISC_RADIUS = 0.200
ALPHA_MASK = 0.012, 0.07
LUMINOCITY_MASK = 0.08 0.3
WEAR_FORCE = 0.5


[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER =Object3018, lodA_Interior_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo, lodA_Exterior_a_Window_1_Hard_NonTextured_NoSkin_Geo, lodA_Exterior_a_Window_1_Hard_NonTextured_Skinned_Geo, lodA_LightFront_a_GlassOuter_1_Hard_NonTextured_NoSkin_Geo, lens1, Object013
DELAYED_RENDER = lodA_Exterior_a_Window_1_Hard_NonTextured_Skinned_Geo

[Material_Glass]
Materials = 
IOR = 0      
ThicknessMult = 7
ProfileFix = 0.0  
MaskPass = 21
MaskPassColor = 15, 0, 0
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 15
ExtraLightsAdjustment = 0.0

[SHADER_REPLACEMENT_...]
MATERIALS = tex_porsche_badge
PROP_... = ksDiffuse, 0.1
PROP_... = ksAmbient, 0.6
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 50

[SHADER_REPLACEMENT_...]
MATERIALS = tire
PROP_... = ksAmbient, 0.11
PROP_... = ksDiffuse, 0.11
PROP_... = ksSpecular, 0.02
PROP_... = ksSpecularEXP, 3
PROP_... = fresnelMaxLevel, 0.05
PROP_... = fresnelC, 0.1
PROP_... = fresnelEXP, 9
PROP_... = detailNormalBlend, 1

[LIGHTING]
EMISSIVE_HEADLIGHTS_MULT=2
EMISSIVE_PARKINGLIGHTS_MULT=2
EMISSIVE_BRAKELIGHTS_MULT=0.2
ExteriorGlassFilmedMaterials=

[Material_PhotoelasticGlass] ; Headlights
Materials = glass_clear
IOR = 1
FilmIOR = 0.5
PhotoelasticityMult = 0.05  ; doesn’t look good if too high
ThicknessMult = 1
BrightnessAdjustment = 0.0
ExtraLightsAdjustment = 0
PhotoelasticityBaseScale = 3.5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.328  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5   ; how many stripes are there
ProfileFix = 0.01
FresnelC=0.100

[Material_Glass]
Materials = glass_red
ThicknessMult = 0.5
FresnelC = 0.02
Desaturate = 0
EXTRA_MASK_PASS = 255, 10, 0
EXTRA_MASK_PASS_OPACITY = 10
MaskPassColor = 255, 10, 0


[SHADER_REPLACEMENT_...]
MATERIALS = ext_plastic
PROP_... = ksAmbient, 0.19
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 0.01
PROP_... = ksSpecularEXP, 65
PROP_... = fresnelMaxLevel, 0.05
PROP_... = fresnelC, 0.1
PROP_... = fresnelEXP, 9
PROP_... = detailNormalBlend, 1


[EMISSIVE_EXTRA_A_3]
NAME = Object026
COLOR = 10, 10, 10, 99
FALLBACK_HEADLIGHTS_COLOR=10, 10, 10, 99    ; glowing color otherwise, default value is 0
LAG = 0        ; 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






[Material_Glass]
Materials = glass_ext, black
ThicknessMult = 0.8
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
PROP_... = ksAmbient, 0.0
BrightnessAdjustment = 0.0
ExtraLightsAdjustment = 0.0
FresnelC = 0.1









[SCRIPT_...]
SCRIPT = "gk.lua"




[SHADER_REPLACEMENT_...]
MESHES = Sunroof_Glass_Part_I_0
CULL_MODE = DOUBLESIDED




[SHADER_REPLACEMENT_...]
MATERIALS = int_leather
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.16
PROP_... = ksSpecular, 0
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelC, 0.035
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.09
PROP_... = detailUVMultiplier, 180
PROP_... = detailNormalBlend, 1
PROP_... = extExtraSharpLocalReflections, -0.001



[SHADER_REPLACEMENT_...]
MATERIALS = int_alcantara
PROP_... = ksDiffuse, 0.2
PROP_... = ksAmbient, 0.1
PROP_... = ksSpecular, 0.005
PROP_... = ksSpecularEXP, 5
PROP_... = fresnelC, 0.01
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.01
PROP_... = detailUVMultiplier, 20
PROP_... = detailNormalBlend, 0.15
PROP_... = extExtraSharpLocalReflections, -0.001



[SHADER_REPLACEMENT_...]
MATERIALS = int_leather_2, int_leather_texture
PROP_... = ksDiffuse, 0.05
PROP_... = ksAmbient, 0.45
PROP_... = ksSpecular, 0.06
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelC, 0.035
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.09
PROP_... = detailUVMultiplier, 180
PROP_... = detailNormalBlend, 1
PROP_... = extExtraSharpLocalReflections, -0.001





[SHADER_REPLACEMENT_...]
MATERIALS = int_alum, tex_squares
PROP_... = ksDiffuse, 0.1
PROP_... = ksAmbient, 0.09
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 150















[SHADER_REPLACEMENT_...]
MESHES = Object027
PROP_... = ksDiffuse, 0.02
PROP_... = ksAmbient, 0.0
PROP_... = fresnelC, 0.0
PROP_... = fresnelMaxLevel, 0
PROP_... = extExtraSharpLocalReflections, -0.001

[SHADER_REPLACEMENT_...]
MESHES = Mesh010
PROP_... = ksDiffuse, 0.001
PROP_... = ksAmbient, 0.9


[Material_Glass]
Materials = 
IOR = 0.4           ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1 ; thicker glass passes less light through
ProfileFix = 0.9   ; adds thickness to glass for glazing angles
MaskPass = 0         ; mask pass opacity
MaskPassColor = 0, 0, 0  ; mask pass color adjustment
Desaturate = 0.0
Refraction = 0
ExtraLightsAdjustment = 0.25

[LIGHTING]
EMISSIVE_HEADLIGHTS_MULT=2
EMISSIVE_PARKINGLIGHTS_MULT=2
EMISSIVE_BRAKELIGHTS_MULT=0.2
ExteriorGlassFilmedMaterials=






[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=25, 25, 25, 1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=220
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.73
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION = 0, 0.76, 2.35
RANGE=270
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=120.6
SECOND_SPOT_INTENSITY=0.27
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.58
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=48
SPOT_EDGE=0.02088, 0.01992, 0.018
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.0499376, 0.998752, 0

























[EMISSIVE_...]
INPUT=TURNSIGNAL_LEFT
NAME=Object029
COLOR = 40,20,0,1
OFF_COLOR=0,0,0
REPEAT_FREQENCY_HZ=2
LAG=0.0
FALLBACK_IDLE_COLOR=9,10,12,0
FALLBACK_HEADLIGHTS_COLOR=9,10,12,10
SIMULATE_HEATING=0
CLUSTER_THRESHOLD=0



[EMISSIVE_...]
INPUT=TURNSIGNAL_RIGHT
NAME=Object031ll
COLOR = 50,15,0,5
OFF_COLOR=0,0,0
REPEAT_FREQENCY_HZ=2
LAG=0.0
FALLBACK_IDLE_COLOR=9,10,12,0
FALLBACK_HEADLIGHTS_COLOR=9,10,12,10
SIMULATE_HEATING=0
CLUSTER_THRESHOLD=0



[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=Object2976
COLOR = 50,15,0,5
LAG=0.3
SIMULATE_HEATING=3
LOCATION=NONE
FADE_AT=550

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=Object2977
COLOR=50,15,0,1
LAG=0.3
SIMULATE_HEATING=3
LOCATION=NONE
FADE_AT=550


[SHADER_REPLACEMENT_...]
MESHES = lodA_LightRear_a_PatternANoAlpha_1_Hard_NonTextured_NoSkin_Geo
PROP_... = ksDiffuse, 0.3
PROP_... = ksAmbient, 0.1
PROP_... = fresnelMaxLevel, 0.3
PROP_... = detailUVMultiplier, 1500
PROP_... = ksSpecularEXP, 999
PROP_... = ksSpecular, 0.2



[SHADER_REPLACEMENT_...]
MESHES = Object2929, lodA_LightRear_a_GlassInnerPattern_1_Hard_NonTextured_NoSkin_Geo
PROP_... = ksDiffuse, 0.05
PROP_... = ksAmbient, 0.03
PROP_... = fresnelMaxLevel, 0.0
PROP_... = detailUVMultiplier, 1500

[SHADER_REPLACEMENT_...]
MESHES = Object032
PROP_... = ksDiffuse, 0.02
PROP_... = ksAmbient, 0.05
PROP_... = fresnelMaxLevel, 0.0
PROP_... = detailUVMultiplier, 1500

[SHADER_REPLACEMENT_...]
MESHES = lodA_LightRear_a_PatternReflectorA_1_Hard_NonTextured_NoSkin_Geo
PROP_... = ksDiffuse, 0.15
PROP_... = ksAmbient, 0.1
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 350
PROP_... = fresnelC, 0.02
PROP_... = fresnelEXP, 3 
PROP_... = fresnelMaxLevel, 0.3


[EMISSIVE_LIGHT_...] 
NAME=lodA_LightRear_a_PatternANoAlpha_1_Hard_NonTextured_NoSkin_Geo
COLOR=255,2,0,1
LAG=0






[EMISSIVE_BRAKE_...]
NAME=Object032, brakes
COLOR=155,1,1,0.2
LAG=0.4
SIMULATE_HEATING=1
LOCATION=REAR


[EMISSIVE_BRAKE_...]
NAME=brakes
COLOR=155,1,1,25
LAG=0.4
SIMULATE_HEATING=1
LOCATION=REAR

[EMISSIVE_REVERSE_...]
NAME=reverse
COLOR = 20, 20, 20,50       ; glowing color if condition is met
LAG = 0.7                   ; with zero, turns on and off immediately





[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=Object2929
COLOR=50,15,0,1
LAG=0.3
SIMULATE_HEATING=3
LOCATION=REAR
FADE_AT=550

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=lodA_LightRear_a_GlassInnerPattern_1_Hard_NonTextured_NoSkin_Geo
COLOR=50,15,0,1
LAG=0.3
SIMULATE_HEATING=3
LOCATION=REAR
FADE_AT=550













[Material_AluminiumOld_v2]
Materials = rim
Metalness = 1
Reflectance = 0.5
Smoothness = 0.3
DetailScale = 0
BrightnessAdjustment = 0.1
Brightness = 0.45
DetailNormalBlend = 0
DetailNormalPBRSmoothnessGamma = 0.2





[Material_AluminiumOld_v2]
Meshes = Object2975
Metalness = 0.3
Reflectance = 0.2
Smoothness = 0.5
DetailScale = 0
BrightnessAdjustment = 1
Brightness = 0.0
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma =0.1





[ANIMATION_...]
INPUT = EXTRA_B
FILE = anim1.ksanim     ; file name of new animation in “animations” folder
TIME = 5                  ; animation time


[ANIMATION_...]
INPUT = SPEED
INPUT_THRESHOLD = 70
FILE = anim2.ksanim     ; file name of new animation in “animations” folder
TIME = 1                  ; animation time



[ANIMATION_...]
INPUT = TRACTIONCONTROL
FILE = spoiler_anim.ksanim
INPUT_LUT = (| 0=1 | 1=0 | 2=0.5 |)
INPUT_LAG_UP = 0.98
INPUT_LAG_DOWN = 0.98
INPUT_AS_PROGRESS = 1
LOOP_WHILE_ACTIVE = 0
TICK_TOCK_MODE = 0
AFFECTS_INTERIOR_SHAPE = 0




[ANIMATION_...]
INPUT = LIGHT 
FILE = anim4.ksanim     ; file name of new animation in “animations” folder
TIME = 2                  ; animation time






[SHADER_REPLACEMENT_...]
MESHES = sd003
CULL_MODE = DOUBLESIDED







[EMISSIVE_EXTRA_C_0] 
BIND_TO_EXTRA_C=1
BIND_TO_HEADLIGHTS=0
NAME =034, 33
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.01
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1













[Material_PhotoelasticGlass] pered fari glass
Meshes=lens1, lens005, Object013
PhotoelasticityBaseScale = 5    ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.9  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.0   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.00  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale =0.0  ; how many stripes are there
ProfileFix = 0.01
FilmIOR = 2



[EMISSIVE_LIGHT_...]
NAME = lens1, Object013
COLOR = 20,22,25,20
LAG=0.9




[SelfLight_Headlights]
COLOR=20,22,25, 5
POSITION=0., 0.65, 2.065
DIRECTION=0,0,-1
RANGE=0.1
SPOT=300
BOUND_TO=lens1
MIRROR=0.76

[LIGHT_EXTRA_...]
AMBIENT_INFLUENCE =5
COLOR=20,22,31, 20
BIND_TO_HEADLIGHTS = 1
DIFFUSE_CONCENTRATION=5
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING=1
LAG=0
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.697
POSITION=0, 0.75,2.10
DIRECTION=0,0,-0.1
RANGE=0.05
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=0.5
SPOT=200


[LIGHT_EXTRA_...]
AMBIENT_INFLUENCE =5
COLOR=20,22,31, 20
BIND_TO_HEADLIGHTS = 1
DIFFUSE_CONCENTRATION=5
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING=1
LAG=0
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.697
POSITION=0, 0.75,2.15
DIRECTION=0,0,-0.1
RANGE=0.05
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=2
SPOT=200



[EMISSIVE_LIGHT_...]
NAME = Object2985, Sphere005
COLOR=20,22,30,0.65
LAG=0.9



[EMISSIVE_LIGHT_...]
NAME = Mesh021, Mesh023
COLOR=20,22,30,0.1
LAG=0.9



[SHADER_REPLACEMENT_...]
MESHES = lens005
PROP_... = ksDiffuse, 0.0
PROP_... = ksAmbient, 0.1










[SHADER_REPLACEMENT_...]
MATERIALS = int_royal_black
PROP_... = ksDiffuse, 0.0
PROP_... = ksAmbient, 0.5
PROP_... = ksSpecular, 0.0
PROP_... = ksSpecularEXP, 0
PROP_... = fresnelC, 0.35
PROP_... = fresnelEXP, 1
PROP_... = fresnelMaxLevel, 0.1
PROP_... = extExtraSharpLocalReflections, -1







[SHADER_REPLACEMENT_...]
MATERIALS = tex_screen, tex_left_screen, Material #30
PROP_... = ksDiffuse, 0.1
PROP_... = ksAmbient, 0.9
PROP_... = ksSpecular, 0.0
PROP_... = ksSpecularEXP, 0
PROP_... = fresnelC, 0.35
PROP_... = fresnelEXP, 1
PROP_... = fresnelMaxLevel, 0.1
PROP_... = extExtraSharpLocalReflections, -1


[SHADER_REPLACEMENT_...]
MATERIALS = tex_reflector
PROP_... = ksDiffuse, 0.1
PROP_... = ksAmbient, 0.1
PROP_... = ksSpecular, 0.06
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelC, 0.2
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.5
PROP_... = extExtraSharpLocalReflections, -0.001

[EMISSIVE_HIGHBEAM_...]
NAME= Object2986, Sphere002
COLOR=20,22,25,5
LAG=0.1

[EXTRA_FX_EMISSIVE_...]
MESHES = Sphere002
RANGE = 0.05
COLOR = 1,1.1,1.2,0.035
DIRECTED =1
COVERAGE=100
INTERIOR_ONLY = 0         ; show up for interior views only
EXTERIOR_ONLY = 0     ; show up for exterior views only
EMISSIVE_TWEAK =0


[EXTRA_FX_EMISSIVE_...]
MESHES = Sphere005
RANGE = 0.05
COLOR = 1,1.1,1.2,5
DIRECTED =1
COVERAGE=100
INTERIOR_ONLY = 0         ; show up for interior views only
EXTERIOR_ONLY = 0     ; show up for exterior views only
EMISSIVE_TWEAK =0






[EXTRA_FX_EMISSIVE_...]
MESHES = Object2985
RANGE = 0.04
COLOR = 1,1.1,1.2,2
DIRECTED =0
COVERAGE=100
INTERIOR_ONLY = 0         ; show up for interior views only
EXTERIOR_ONLY = 0     ; show up for exterior views only
EMISSIVE_TWEAK =0























------------













[Material_Metal_v2]
Meshes=Object022, lodA_Exterior_a_Coloured_1_Hard_NonTextured_Skinned_Geo, Object020
Metalness = 0.5
DetailScale=9999
BrightnessAdjustment = 0.5
DetailNormalBlend = 0
LocalReflectionsSharpness = 0.0
OcclusionMap = 0.5
CubemapReflectionBlur = 0.1



[SCRIPTABLE_DISPLAY_...]
ACTIVE = 1
MESHES = Mesh021
RESOLUTION = 2048,1024
DISPLAY_POS = 0,0
DISPLAY_SIZE = 2048,1024
SKIP_FRAMES = 0
SCRIPT = gk3.lua





[SCRIPTABLE_DISPLAY_...]
ACTIVE = 1
MESHES = Mesh023, lodA_Interior_a_Screens_1_Hard_NonTextured_NoSkin_Geo
RESOLUTION = 2048,2048
DISPLAY_POS = 0,0
DISPLAY_SIZE = 2048,2048
SKIP_FRAMES = 0
SCRIPT = gk2.lua


[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = ARROW_RPM
LUT = (| 0=0| 8000=230 |)

[ANALOG_INDICATOR_...]
INPUT = SPEED
NAME = ARROW_SPEED
LUT = (| 0=0| 330=230 |)

[ANALOG_INDICATOR_...]
INPUT = TIME_MINUTES               ; any of supported inputs
NAME = ARROW_MINUTES          ; name of mesh to move
UPPER_BOUND = 60                 ; maximum input value for arrow to move with
LOWER_BOUND = 0                  ; minimum input value
START = -49                   ; offset for starting point, degress
RANGE = 360                      ; full range of arrow to move to at the upper bound, degress

[ANALOG_INDICATOR_...]
INPUT = TIME_SECONDS               ; any of supported inputs
NAME = ARROW_SECOND        ; name of mesh to move
UPPER_BOUND = 60                 ; maximum input value for arrow to move with
LOWER_BOUND = 0                  ; minimum input value
START = 0                   ; offset for starting point, degress
RANGE = 360                      ; full range of arrow to move to at the upper bound, degress



[ANALOG_INDICATOR_...]
INPUT = TIME_HOURS
NAME = ARROW_HOURS
START = 85                   ; offset for starting point, degress
RANGE = 360                      ; full range of arrow to move to at the upper bound, degress


[EMISSIVE_...]
NAME=Object3002, Object3003, Object2993, Sphere006,Object3008,Object3006_SUB1
INPUT=LIGHT
COLOR=10, 10, 10
[EMISSIVE_...]
NAME=Object3005,lodA_Interior_a_Screens_1_Hard_NonTextured_NoSkin_Geo, Object2997, Object3000, Object2998, Object2999
INPUT=LIGHT
COLOR=10, 10, 10, 0.3
[EMISSIVE_...]
NAME=Object3011
INPUT=LIGHT
COLOR=10, 10, 10, 0.34


[EXTRA_FX_EMISSIVE_...]
MESHES = Sphere006
RANGE = 0.019
COLOR = 1,1.1,1.2,0.0335
DIRECTED =1
COVERAGE=100
INTERIOR_ONLY = 1         ; show up for interior views only
EXTERIOR_ONLY = 0     ; show up for exterior views only
EMISSIVE_TWEAK =0



[EMISSIVE_...]
NAME=Strw_Common_Parts_Part_XVI_Icon_0, 
INPUT=LIGHT
COLOR=10, 10, 10



[EMISSIVE_EXTRA_E_...] 
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
NAME =Object3000,Object2998,Object2999
COLOR= 0   ; glowing color if condition is met
OFF_COLOR =0    ; glowing color otherwise, default value is 0
LAG = 0.01                  ; 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
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0




[SCRIPTABLE_DISPLAY_...]
ACTIVE = 1
MESHES = Object3005
RESOLUTION = 2048,2048
DISPLAY_POS = 0,0
DISPLAY_SIZE = 2048,2048
SKIP_FRAMES = 20
SCRIPT = gk1.lua












[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=warns009
TOGGLE_VISIBILITY = 1
COLOR=0.5,25,0.5, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=warns010
TOGGLE_VISIBILITY = 1
COLOR=0.5,25,0.5, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
[EMISSIVE_HANDBRAKE_...]
NAME=warns004
TOGGLE_VISIBILITY = 1
COLOR=60,0.2,0.2,1
LAG=0.2
[EMISSIVE_TRACTIONCONTROL_...]
NAME=
COLOR=0,0,0,0
OFF_COLOR=40,30,0,1
TOGGLE_VISIBILITY = 1
[EMISSIVE_...]
NAME=warns007, warns001
TOGGLE_VISIBILITY = 1
COLOR=60,12,0.2,1
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
[EMISSIVE_ABS_INACTION_...]
NAME=warns005
TOGGLE_VISIBILITY = 1
COLOR=40,20,0.2,2
LAG=0.2
[EMISSIVE_...]
NAME=warns003
TOGGLE_VISIBILITY = 1
COLOR=40,0,0.0,1
INPUT=GEAR_N
LAG=0.0


[EMISSIVE_TRACTIONCONTROL_INACTION_...]
NAME=warns002
TOGGLE_VISIBILITY = 1
COLOR=40,20,0.2,2
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_...]
NAME=Plane002
TOGGLE_VISIBILITY = 1
COLOR=0
INPUT_EQUALS=1
OFF_COLOR=40,20,0.2,0.5
LAG=0.2

[EMISSIVE_OIL_TEMP_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD=60
NAME=Plane001
COLOR=0, 0, 255, 0.1
OFF_COLOR=0, 0, 0
LAG=0.0
SIMULATE_HEATING=0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
INPUT_THRESHOLD_INVERSE=1


[EMISSIVE_LIGHT_...]
NAME=Plane003
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
COLOR=0, 255, 0, 0.1
LAG=0.0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=Plane006
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
OFF_COLOR=0, 255, 0, 0.01
LAG=0.0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=Plane007
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
OFF_COLOR=10, 10,0, 0.2
LAG=0.0
CLUSTER_THRESHOLD=0.5
[EMISSIVE_...]
NAME=Plane005
TOGGLE_VISIBILITY = 1
COLOR=40,20,0.0,0.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 49
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.0

[EMISSIVE_OIL_TEMP_...]
INPUT=OIL_TEMP
INPUT_THRESHOLD=90
NAME=Plane004
COLOR=50, 1, 1, 0.5
OFF_COLOR=40,20,1,0
LAG=0.0
SIMULATE_HEATING=0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0

[EMISSIVE_TRACTIONCONTROL_...]
NAME=warns008
TOGGLE_VISIBILITY = 1
COLOR=20, 20, , 1
INPUT_EQUALS=2
OFF_COLOR=40,20,0.2,0
LAG=0.2
[EMISSIVE_TRACTIONCONTROL_...]
NAME=warns011
TOGGLE_VISIBILITY = 1
COLOR=20, 0, 0, 1
INPUT_EQUALS=0
OFF_COLOR=40,0,0,0
LAG=0.2






[EMISSIVE_LIGHT_...]
NAME=Strw_Common_Parts_Part_XVI_Icon_0, 
BIND_TO_HEADLIGHTS=1
COLOR=10,10,10, 10
LAG=0.0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_Geo, Roof_3FD_Sunroof_Icon 1_0, CeCo_Sunroof_Button_Icons_0
BIND_TO_HEADLIGHTS=1
COLOR=10,10,10, 1
LAG=0.0
CLUSTER_THRESHOLD=0.5



[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1
NAME=Object3004
FALLBACK_HEADLIGHTS_COLOR=4,4,4,0.5
LAG=0.2




[LIGHT_EXTRA_...]
AMBIENT_INFLUENCE =5
COLOR=20,22,31, 3
BIND_TO_HEADLIGHTS = 1
DIFFUSE_CONCENTRATION=0
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
AFFECTS_TRACK=0
SIMULATE_HEATING=1
LAG=0
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.380
POSITION=0, 0.579,1.17
DIRECTION=0,-1,0
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=200













[MESH_ADJUSTMENT_...]
MESHES = Mesh020, Mesh004
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1
[ANIMATED_WIPER_0]
DEBUG = 0
MESHES = Mesh020, Mesh004
UNDERLYING_SURFACE = Object3018
GROUP_0 = 'Mesh020@A=*'
GROUP_0_ANGLE_TO = 86
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.090091676, 0.9022429, 1.3481
GROUP_0_PIVOT = 0.632377, 0.84604025, 1.2513356
GROUP_1 = 'Mesh004@A=*'
GROUP_1_ANGLE_TO = 78.5
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.6719295, 0.90522593, 1.0921332
GROUP_1_PIVOT = 0.12264061, 0.86257917, 1.4446653

[INCLUDE: apple_car_play/config.ini]

[Display_AppleCarPlay]
Meshes = 
Resolution = 1024, 640  ; texture resolution
Size =1024, 640 
Offset = 0,0    ; left top corner of screen area
Scale =1              ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera
AftermarketComponent=0

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = Object3011
Resolution = 1024, 640  ; texture resolution
Size =1024, 640 
Offset = 0,0    ; left top corner of screen area
Scale =1              ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera
AftermarketComponent=0
