[INCLUDE: common/no_popup_lights.ini]


[EMISSIVE_HEADLIGHT_0]
NAME=FrontLight_0
COLOR=1000,1000,1000
ACT_AS_HEADLIGHTS=1



[INCLUDE: common/materials_license_plate.ini]
[Material_LicensePlate_Japan]
Debug = 0                       ; change to 1 to see different areas highlighted
Depth = 1                       ; depth multiplier
TextureRatio = 4.0              ; width-to-height ratio, very important
LettersDarkening = 0.0          ; increase to make letters darker
LettersSpecularDarkening = 0.0  ; increase to make letters specular darker
BounceBackBrightness = 0.0      ; increase to make light bouncing back brighter
ExtrudeLetters = 0              ; set to 0 do disable letters extrusion (for glowing letters which would be more like holes in the surface)



[BRAKEDISC_FX]
AMBIENT_MULT = 0.6
REFLECTION_MULT = 10
RIM_INTERNAL_RADIUS = 0.06
SIMPLIFY_NORMALS_K = 0.95
DISC_INTERNAL_RADIUS_SHARPNESS = 250

[BRAKEDISC_FX_FRONT]
DISC_INTERNAL_RADIUS = 0.119

[BRAKEDISC_FX_REAR]
DISC_INTERNAL_RADIUS = 0.122

[SHADOWED_WHEELS]
WIDTH = 0.2
OPACITY = 0.8
ANGLE = 12

[SHADOWED_TYRES]
WIDTH = 0.1
OPACITY = 0.8
EXTRA_AMBIENT_BRIGHTNESS = 0.08
ANGLE = 6


[SHADOWED_WHEELS_REAR, SHADOWED_TYRES_REAR]
OFFSET = -0.015


; New car paint
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = Skin_00
CarPaintVersionAware = 2


[Material_CarPaint_Metallic]
Skins = deep_blue, midnight_silver
FlakesK = 0.8
BrightnessAdjustment = 0.8
ClearCoatThickness = 0.12
ClearCoatTint = 0, 0, 0.1

[Material_CarPaint_Pearl]
Skins = pearl_white_multi_coat
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
PearlescentSpecular = 1.0
AmbientSpecular = 1.0
AmbientSpecularEXP = 3.0
ClearCoatThickness = 0.09
SpecularBase = 1, 50


[Material_CarPaint_Solid]
Skins = solid_black
FresnelMax = 0.5
FresnelC = 0.08
AmbientSpecular = 0.3
SpecularBase = 0.2, 100


[INCLUDE: common/navigators.ini]


[Material_DigitalScreen]
Meshes = GEO_Display
ScreenScale = 500
ScreenAspectRatio = 0.25




[Navigator_StyleModernLight]
Meshes = GEO_Display
Resolution = 800, 800
Offset = 270, 150
Size = 500, 510






; lights


[EMISSIVE_TURNSIGNAL_LEFT_0]
lf
NAME=sigfl
COLOR=10,4,0, 20 
LAG=0.8 
SIMULATE_HEATING=3 
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]
lf
NAME=
COLOR=10,3,0, 5
LAG=0.8 
SIMULATE_HEATING=0
LOCATION=LEFT

[EMISSIVE_TURNSIGNAL_LEFT_2]
lr
NAME=
COLOR=10,4,0, 40 
LAG=0.8 
SIMULATE_HEATING=0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_3]
/Dash Left Indicator/
NAME=insigl
COLOR=0, 15, 2, 3
LAG=0.5
SIMULATE_HEATING=0 
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_4]
lr
NAME=
COLOR=10,4,0, 40 
LAG=0.8 
SIMULATE_HEATING=0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_5]
lr
NAME=siglr
COLOR=400, 100, 0,100
LAG=0.8 
SIMULATE_HEATING=0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_0]
rr
NAME=sigrr
COLOR=400, 100, 0,100
LAG=0.8 
SIMULATE_HEATING=3 
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_1]
fr
NAME=sigfr
COLOR=10,4,0, 20 
LAG=0.8 
SIMULATE_HEATING=0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_2]
fr
NAME=
COLOR=10,3,0, 20 
LAG=0.8 
SIMULATE_HEATING=0
LOCATION=RIGHT

[EMISSIVE_TURNSIGNAL_RIGHT_3]
/Dash Right Indicator/
NAME=insigr
COLOR=0, 15, 2, 3
LAG=0.5
SIMULATE_HEATING=0 
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_4]
rr
NAME=
COLOR=10,4,0, 40  
LAG=0.8 
SIMULATE_HEATING=3 
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_5]
rr
NAME=
COLOR=10,4,0, 40  
LAG=0.8 
SIMULATE_HEATING=3 
LOCATION=REAR



[EMISSIVE_REVERSE_0]
NAME=revlight  ; name (one or more) of a mesh to glow
COLOR=100,100,100,50          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=52_0
OFFSET=0.00, 0.025, -0.0
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.25
SPOT=180
SPOT_SHARPNESS=0.8
COLOR=10,10,11,1.25
FALLBACK_EMISSIVE=1,1,1,0.9
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP
FADE_AT=10
FADE_SMOOTH=4
ACTIVE=1
AFFECTS_TRACK=1