______________________________________________________

--------------------BASICS--------------------
______________________________________________________

//////////AUDIO//////////

;AUDIO
[AUDIO_VOLUME]
ENGINE_EXT = 1.65
ENGINE_INT = 0.55
GEAR_EXT = 1.1
GEAR_INT = 1.1
BODYWORK = 1.0
WIND = 0.7
DIRT = 0.7
DOWN_SHIFT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.1
BACKFIRE_EXT = 1.6
BACKFIRE_INT = 1.1
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.1
LIMITER = 0.65
TURBO = 1.8
RAIN_EXT=1.0
RAIN_INT=0.7
WIPER_EXT=1.0
WIPER_INT=0.7
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 0.85
SKID_INT = 0.85


[AUDIO_PITCH]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=0.765
ENGINE_INT=0.8125
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HIT=1
HORN=1.1
LIMITER=1.2
SCRAPE=1
SKID_EXT=1
SKID_INT=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1.4
WHEEL=1
WIND=1

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1.0    ; for turbo sound, “throttle” input, same as in engine event
ENGINE_EXT_BOOST = 1.0  ; for exterior engine sound, “boost” input, same as in turbo event
ENGINE_INT_BOOST = 1.0  ; for interior engine sound, “boost” input, same as in turbo event


//////////MIRORRS//////////

[REAL_MIRROR_0]
ASPECT_MULT=0.5
FLIP=0
FOV=16.79
IS_MONITOR=0
MONITOR_SHADER_TYPE=1
ROTATION=0.064,-0.023

[REAL_MIRROR_1]
ASPECT_MULT=0.65
FLIP=0
FOV=11.37
IS_MONITOR=0
MONITOR_SHADER_TYPE=1
ROTATION=0,-0.0139999995

[REAL_MIRROR_2]
ASPECT_MULT=0.5
FLIP=0
FOV=16.79
IS_MONITOR=0
MONITOR_SHADER_TYPE=1
ROTATION=-0.064,-0.023

//////////CSP-BASIC-CODES//////////

[BASIC]
RACING_CAR = 0                 ; By default CSP uses car class to determine if car is a race car,
                               ; and it uses this value a lot to determine default parameters (for
                               ; example, racing cars don’t have low beams by default)
OPEN_WHEELER = 0               ; CSP uses this flag for guessing some parameters if not set 
                               ; explicitly (for example, for how sparks or tyres would look, or 
                               ; even how car is rendered in rendering queue); by default it tries
                               ; to detect this value from tags in “ui_car.json”
RALLY_CAR = 0                  ; Similar case, although rally check is only used for switching
                               ; headlights to rally mode if it’s a single car race
DIESEL_ENGINE = 0              ; If engine is diesel or not (used for exhaust smoke color)
BRAKES_THRESHOLD = 0.01        ; How much brake pedal should be pressed for brake lights to turn on
LIGHT_DAMAGE_SPEED_MIN = 80    ; Collision speed for lights to start breaking
LIGHT_DAMAGE_SPEED_MAX = 120   ; Collision speed for lights to fully break
IS_LOW_BEAM_AVAILABLE = 1      ; Are low beams available (by default available on street cars only)
SPARKS_UPWARDS_FORCE = 100     ; Multiplier for force acting on sparks as fly from below the car
                               ; (by default 500 for open wheelers, 300 for racing cars, 100 for 
                               ; the rest)
//////////Lighting//////////

[LIGHTING]
; Parameters for fake shadow in the bottom half of the interior, for headlights of cars behind
INTERIOR_FAKE_SHADOW_OPACITY = 0.9  ; Opacity
INTERIOR_FAKE_SHADOW_HEIGHT = 0.1   ; Height, or Y coordinate of shadow’s boundary
INTERIOR_FAKE_SHADOW_FADE = 0.1     ; How smooth is the transition

; Parameters for fake shadow up top, to stop track lights from lighting up things close to the ceiling 
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT = -0.1  ; Height, or Y coordinate of shadow’s boundary
INTERIOR_FAKE_UPPER_SHADOW_FADE = 0.1     ; How smooth is the transition

; Multipliers for emissive values in “lights.ini”, a way to fix for older cars with dimmer lights
EMISSIVE_MULT = 1                ; General multiplier
EMISSIVE_HEADLIGHTS_MULT = 1     ; Multiplier for headlights
EMISSIVE_BRAKELIGHTS_MULT = 1    ; Multiplier for brake lights
EMISSIVE_PARKINGLIGHTS_MULT = 1  ; Multiplier for parking lights

; Other lighting parameters
LIT_MULT = 1                 ; How much car reacts to dynamic lights
SPECULAR_MULT =1            ; How bright are speculars on the car
FULLY_SHADOWED_INTERIOR = 1  ; If shadows are not available, render interior fully shadowed

//////////TYRES-FX//////////

[TYRES_FX]
DAMAGE_DEBUG=0                ; set it to 1 to get damaged tyres from the start
DAMAGE_FLAT_SPOT_GAIN=200.0   ; multiplier for increasing flat spot
DAMAGE_FLAT_SPOT_FADE=0.1     ; how much of flat spot (which is in 0…1 range) will be gone after 1 km driven
DAMAGE_GRAIN_GAIN=1.15         ; multiplier for increasing grain
DAMAGE_WIDTH_K=0.95           ; decrease to make damage more narrow and vise versa
DAMAGE_OFFSET_K=0.0           ; horizontal offset for visible damage; increase to move it closer to the car
DAMAGE_GRAIN_MAX=0.4          ; upper bound for grain damage, from 0 to 1

DAMAGE_SPEC_MULT=0.6          ; by how much ksSpecular should be multiplied for fully damaged areas
DAMAGE_SPEC_EXP_MULT=0.2      ; by how much ksSpecularEXP should be multiplied for fully damaged areas
DAMAGE_REFL_MULT=0.4          ; by how much fresnelMaxLevel should be multiplied for fully damaged areas
DAMAGE_OCCLUSION_MULT=0.8     ; how much of occlusion to substract from fully damaged areas
DAMAGE_NORMALS_MULT=2.0       ; normals multiplier for fully damaged areas

FLEX_SKEW_SMOOTHING=0.1       ; how fast should tyre mesh react to change in force
FLEX_MAX_SKEW_MULT=0.8        ; multiplier for maximum flex distance
FLEX_PROFILE_MULT=0.6         ; multiplier for profile size for deforming tyre
FLEX_SKEW_RANGE_MULT=2.0      ; how much of a tyre should be skewed, maximum value is 3
FLEX_MULT=1.0                 ; how far a tyre should be skewed

//////////BRAKEDICS-FX//////////

[BRAKEDISC_FX]
ACTIVE = 1  

OVERRIDE_NORMAL_MAP = 1 

[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
REFRESH = 0          ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0           ; use ceramic look
CARVED = 0             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.8      ; 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
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition
LUMINOCITY_MASK = 0.001, 0.002  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.5        ; everything looking away more than 50% is a deepening
DISC_RADIUS = 0.125           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.110  ; radius of an inside part of a brake disc
RIM_RADIUS = 0.35  ; inside radius of a rim
RIM_HEIGHT = 0.025  ; distance between surface of brake disc and vertical surface of a wheel rim
WEAR_FORCE = 0.6
;GLOW_FORCE = 0.5

//////////WIPERS//////////

[WIPERS] ; Wiper Shake 
FRONT_0= Wiper_0
FRONT_1= Wiper_1
REAR_0= 
WIND_THRESHOLDS_KMH = 50, 150 ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1 ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1 ; multiplier for frequency
WIND_OFFSET = 0.03 ; base animation 

[ANIMATED_WIPER_0]
MESHES = 6cooper_01.001, 6cooper_01.002
UNDERLYING_SURFACE = windscreen
DEBUG = 1 ; remove when everything is ready



[MESH_ADJUSTMENT_0]
MESHES = 6cooper_01.001, 6cooper_01.002
MOVE_TO = modelRoot:y



//////////SCRIPTS//////////

[SCRIPT_...]
SCRIPT = "Seat_belts.lua"[INCLUDE]

[SCRIPTABLE_DISPLAY_...] front
ACTIVE = 1
MESHES = chassis.069
RESOLUTION = 1024,512
DISPLAY_POS = 0,0
DISPLAY_SIZE = 1024,512
SKIP_FRAMES = 0
SCRIPT = Speed_limit.lua 

[EXTRA_SWITCHES]

//////////EXHAUST//////////

[SHAKING_EXHAUST_0]
MESHES = lodA_Exterior_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.004, lodA_Exterior_a_Coloured_1_Hard_Textured_DirtyA_NoSkin_Geo, lodA_Exhaust_a_PatternAAlphaTest_1_Hard_Textured_DirtyA_c9a.019
POINT_1 = 0.312, 0.168, -1.62
POINT_1_RADIUS = 1
POINT_1_EXP = 1
POINT_1_SCALE = 0.3

[PARTICLES_FX_EXHAUST_0]
POSITION=0.6382632,0.3378382,-2.481164
DIRECTION=0.04263983,-0.01825023,-0.9989238
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears
		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_1]
POSITION=0.5508854,0.3349072,-2.498954
DIRECTION=0.01421716,-0.01820187,-0.9997333
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears
		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_2]
POSITION=-0.5521045,0.3349072,-2.498954
DIRECTION=0.01421908,0.007838712,-0.9998682
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears
		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_3]
POSITION=-0.6442707,0.3337367,-2.498954
DIRECTION=0.01421946,0.002630459,-0.9998955
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears
		; speed at which the smoke disappears

[EXHAUST_FLAMES]
ANTILAG=0 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=10 ; flame size
ANTILAG_INTERVAL_MAX=7000
ANTILAG_INTERVAL_MIN=65000
ANTILAG_TURBO_THRESHOLD=0.0
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.2 ; delay after throttle lift
DISCHARGE_DURATION=1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.15; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7000 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=60
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=50 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=1 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=10 ; flame size
LIMITER_RPM_THRESHOLD=7000 ; limiter flames will not shoot below this rpm

//////////LIGHT//////////

[LIGHT_HEADLIGHT_0]
BIND_TO_HEADLIGHTS=1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=600
BOUND_EXP=1
COLOR=100,100,120,0.22
DIFFUSE_CONCENTRATION=0.1
DIRECTION=-0.1, -0.05, 1
EXTERIOR_ONLY=0
FADE_AT=10
FADE_SMOOTH=60
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=110
LOWBEAM_RANGE_MULT=1
LOWBEAM_RANGE_ONCOMING_MULT=1.1
MIRROR=0.67
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0, 0.695, 2.2
RANGE=150
RANGE_GRADIENT_OFFSET= 0.02
SINGLE_FREQUENCY=2
SPECULAR_MULT=1


[LIGHT_BRAKE_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=10,-1,-1,.7
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -1, -1
EXTERIOR_ONLY=1
FADE_AT=20
FADE_SMOOTH=40
INTERIOR_ONLY=0
MIRROR=0.529
MIRROR_DIRECTION=0
POSITION=-0, 1.2, -2.45
RANGE=4
RANGE_GRADIENT_OFFSET=0.0
SINGLE_FREQUENCY=2
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.0, 0.0, 0.0
SPOT_EDGE_SHARPNESS=1
SPOT_SHARPNESS=0.0

[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=0.511
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0.0, 0.439, -2.
RANGE=3
RANGE_GRADIENT_OFFSET=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=120
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

[LIGHTING]
EMISSIVE_MULT=1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=0.3
INTERIOR_FAKE_UPPER_SHADOW_FADE=-0.1
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=-0.1
INTERIOR_FAKE_SHADOW_FAGE=0.5

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = 18glass_01.002, 18glass_01

[INCLUDE: common/selflighting.ini]
[SelfLight_Headlights]
MIRROR = 0.73
DIRECTION = 0.5, 1, 3
POSITION = -0.005,0.7,2.0585
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO= headlight_l
SPOT_SHARPNESS = 0.4
SPOT = 115
COLOR =300,300,400,10
SPECULAR_MULT = 0
RANGE = 0.15

[INCLUDE: common/selflighting.ini]
[SelfLight_Headlights]
MIRROR = 0.73
DIRECTION = 0.5, 1, 3
POSITION = -0.06,0.7,2.07
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO= headlight_l
SPOT_SHARPNESS = 0.1
SPOT = 120
COLOR =300,300,400,20
SPECULAR_MULT = 0
RANGE = 0.15

[INCLUDE: common/selflighting.ini] ;(optional_if the right bulb-self-lighting isn't working)
[SelfLight_Headlights]
MIRROR = 0.73
DIRECTION = 0.5, 1, 3
POSITION = -1.41,0.7,2.07
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO= headlight_l
SPOT_SHARPNESS = 0.0
SPOT = 110
COLOR =300,300,400,20
SPECULAR_MULT = 0
RANGE = 0.15
______________________________________________________

--------------------Lights--------------------
______________________________________________________
//////////FRONT-LIGHTING//////////

[EMISSIVE_HIGHBEAM_...]  ; Front-Light-Projector
NAME= headlight_l
COLOR=5,5,7.5,15
FALLBACK_LOWBEAM_COLOR = 5,5,7.5,6.5
OFF_COLOR=0,0,0
LAG=0.6
SIMULATE_HEATING=0.85
LOCATION=FRONT
CAST_LIGHT=0 
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]  ; Front-Angel_light
NAME= 16black_m_17.001
COLOR=5,5,7.5,8.5
OFF_COLOR=0,0,0
LAG=0.6
SIMULATE_HEATING=0.85
LOCATION=FRONT
CAST_LIGHT=0 
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]  ; Front-Light-DRL
NAME= lodA_LightFront_a_PatternBNoAlpha_1_Hard_NonTextured_NoSkin_Geo
COLOR= 5,5,7.5,8
LAG=0.3
LOCATION=FRONT
SIMULATE_HEATING=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1
LOCATION = FRONT

[EXTRA_FX_EMISSIVE_...]  ; FRONT_LIGHTS
MESHES = 16black_m_17.001    ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.0125             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .125              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.65          ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; 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 = 30         ; 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 = 1010      ; 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 = .0001      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =.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_...]  ; Front-Lights
MESHES = 16black_m_17.015, 16black_m_17.010    ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.012             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .3             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.65           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; 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 = 30         ; 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 = 1010      ; 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 = .0001      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =.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
______________________________________________________________________________________________________________

//////////FRONT-TURN-SIGNALS//////////

[EMISSIVE_TURNSIGNAL_LEFT_...] Left Front
NAME=door_dside_f.020
COLOR=10,5,1,85
OFF_COLOR=0,0,0
LAG=0.8
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=3
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_...] Right Front
NAME=door_dside_f.020
COLOR=10,5,1,25
OFF_COLOR=0,0,0
LAG=0.8
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=3
CAST_LIGHT=0

//////////FRONT-SIDE_RUNNING_LIGHTS//////////

[EMISSIVE_TURNSIGNAL_LEFT_...] Right Rear
NAME= 16black_m_17.013
COLOR=80, 30, 0
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR = 80, 10, 0
FALLBACK_BASE_COLOR= 0, 0, 0
LAG=0.8
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=3
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_...] FRONT-RIGHT-LED
NAME= 16black_m_17.010
COLOR=80, 30, 0, 3
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR = 5,5,7.5,15
FALLBACK_BASE_COLOR= 0, 0, 0
LAG=0.8
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=3
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_...] FRONT-LEFT-LED
NAME= 16black_m_17.015
COLOR=80, 30, 0, 3
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR = 5,5,7.5,15
FALLBACK_BASE_COLOR= 0, 0, 0
LAG=0.8
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=3
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_...] Right Rear
NAME= 16black_m_17.009
COLOR=80, 30, 0
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR = 80, 10, 0
FALLBACK_BASE_COLOR= 0, 0, 0
LAG=0.8
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=3
CAST_LIGHT=0

//////////R_LICENSE_PLATE_LIGHT//////////

[EMISSIVE_LIGHT_...] ; LICENSE_PLATE_LIGHT_LIGHTS
NAME= EXT_LIGHT_R_BRAKE
COLOR= 10,10,10, 6
LAG=0.6
SIMULATE_HEATING=1
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=extra_1.001
OFFSET=0.02,0.026,-0.035
RANGE=0.29
RANGE_GRADIENT_OFFSET=0.5
SPOT=125
SPOT_SHARPNESS=0.05
COLOR=1,1,1,25
FALLBACK_EMISSIVE=1,1,1
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP

//////////REAR_TAIL-LIGHTS//////////

[EMISSIVE_LIGHT_...] ; REAR_TAIL-LIGHTS
NAME= taillight_l
COLOR= 357:08 AM 8/21/2025,100,0,2.5
LAG=0.6
SIMULATE_HEATING=1
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.65

[EXTRA_FX_EMISSIVE_...]  ; TAIL_LIGHTS
MESHES = taillight_l, brakelight_l, brakelight_l.003    ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.005             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .25              ; 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 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 = 30         ; 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 = 1010      ; 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 = .0001      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =.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
______________________________________________________________________________________________________________

//////////REAR_TAIL-LIGHTS//////////

[EMISSIVE_BRAKE_...] ; C_BRAKE_LIGHT
NAME=
COLOR=200, 30, 0, 1
FALLBACK_BRAKES_COLOR =200, 10, 0, 0.65
OFF_COLOR=12,2.5,0,0.185
LAG=0.1
SIMULATE_HEATING=1
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
INPUT = BRAKE
INPUT_THRESHOLD = 0.99
BLINK_REPEAT = 0 ; just make it blink
BLINK_FREQENCY_HZ = 3 ; sets frequency for blinking

[EMISSIVE_LIGHT_...] ; C_BRAKE_LIGHT
NAME=5chrome_28
COLOR=1,0,0
OFF_COLOR=1,0,0, 1.25
LAG=0.1
SIMULATE_HEATING=1
LOCATION=REAR
CAST_LIGHT=1


//////////REAR_REVERSE-LIGHTS//////////

[EMISSIVE_REVERSE_...]
NAME=EXT_LIGHT_R_BRAKE.001
COLOR=10,10,10, 15
LAG=0.8
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_REVERSE_...]
NAME=12, reversinglight_l, reversinglight_r
COLOR=10,10,10, 2.25
LAG=0.8
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=brakelight_l
COLOR=80, 30, 0
FALLBACK_BRAKES_COLOR =200, 10, 0, 0.65
OFF_COLOR=12,2.5,0,0.185
LAG=0.8
SIMULATE_HEATING=1
LOCATION=REAR
CAST_LIGHT=1
LAG=0.5
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=2
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=brakelight_l.003
COLOR=80, 30, 0
FALLBACK_BRAKES_COLOR =200, 10, 0, 0.65
OFF_COLOR=12,2.5,0,0.185
LAG=0.8
SIMULATE_HEATING=1
LOCATION=REAR
CAST_LIGHT=1
LAG=0.5
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=2
CAST_LIGHT=1

//////////REAR_BRAKE & TURNING-LIGHTS//////////

[EMISSIVE_TURNSIGNAL_LEFT_...] Left Rear
NAME=EXT_LIGHT_R_BRAKE.002
COLOR=200, 30, 0, 5
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR = 0, 0, 0
FALLBACK_BRAKES_COLOR = 200, 30, 0, 5
FALLBACK_BASE_COLOR= 0, 0, 0
LAG=0.8
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=3
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_RIGHT_...] Right Rear
NAME= EXT_LIGHT_R_BRAKE.003
COLOR=200, 30, 0, 5
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR = 0, 0, 0
FALLBACK_BRAKES_COLOR = 200, 30, 0, 5
FALLBACK_BASE_COLOR= 0, 0, 0
LAG=0.8
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=3
CAST_LIGHT=1

//////////REAR-SIDE_RUNNING_LIGHTS//////////

[EMISSIVE_TURNSIGNAL_RIGHT_...] Right Rear
NAME= lodA_LightRear_a_Light_1_Hard_NonTextured_Skinned_Geo.003
COLOR=200, 30, 0, 2
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR = 80, 0, 0
LAG=0.8
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=3
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_...] Right Rear
NAME= lodA_LightRear_a_Light_1_Hard_NonTextured_Skinned_Geo.004
COLOR=200, 30, 0, 2
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR = 80, 0, 0
FALLBACK_BASE_COLOR= 0, 0, 0
LAG=0.8
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=1
LOCATION=REAR
REPEAT_FREQENCY_HAZARDS_HZ=3
CAST_LIGHT=1

//////////INTERIOR-LIGHTING//////////

[EMISSIVE_EXTRA_F_...] 
BIND_TO_EXTRA_F=1 
NAME=lodA_Interior_a_Light_1_Hard_NonTextured_Skinned_Geo
COLOR=300,300,300,0.02
OFF_COLOR=0,0,0
LAG=0.5
SIMULATE_HEATING=1
CAST_LIGHT=1
LOCATION = FRONT

[LIGHT_EXTRA_...] ; Interior-Lighting 
BIND_TO_EXTRA_F=1
BIND_TO_HEADLIGHTS=0
COLOR=300,300,300,0.1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
LAG=0.9
FADE_AT=90
FADE_SMOOTH=20
POSITION=-0.115, 1.245, 0.15
DIRECTION=0, -1, 0
RANGE=1.5
RANGE_GRADIENT_OFFSET=0.00
SPECULAR_MULT=1
SPOT=155
SPOT_SHARPNESS=0.1

[EMISSIVE_LIGHT_...]  ; INT_LABELS
NAME=Plane.007
COLOR= 10,10,10, 0.45
LAG=0.4
LOCATION=FRONT
SIMULATE_HEATING=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1
LOCATION = FRONT

[EMISSIVE_LIGHT_...]  ; INT_LABELS
NAME=material:INT_LABELS
COLOR= 10,10,10,1
LAG=0.4
LOCATION=FRONT
SIMULATE_HEATING=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1
LOCATION = FRONT

[EMISSIVE_LIGHT_...]  ; INT_LABELS
NAME=chassis.034, chassis.066
COLOR= 10,10,10,0.5
LAG=0.4
LOCATION=FRONT
SIMULATE_HEATING=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1
LOCATION = FRONT

[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; Ambeint-Lighting-1
NAME=material:INT_LABELS
COLOR = 80,0,0,0.05
DIRECTED = 0.0
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.01
SPLIT_ELEMENTS = 1

[EXTRA_FX_EMISSIVE_...]  ; Cluster-Sumbols
MESHES =lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.002, AIRBAG, lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.006, HIGH_BEAM, lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G.004, L_TURN, R_TURN, CHECKENG   ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.0145             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .25              ; 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 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 = 30         ; 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 = 1010      ; 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 = .0001      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =.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_...]  ; INT_LABELS
NAME=material:INT_SCREENS
COLOR= 10,10,10,0.4
LAG=0.4
LOCATION=FRONT
SIMULATE_HEATING=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1
LOCATION = FRONT

[EMISSIVE_LIGHT_...]  ; INT_LABELS
NAME=material:HUD_LED
COLOR= 10,10,10,0.5
LAG=0.4
LOCATION=FRONT
SIMULATE_HEATING=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1
LOCATION = FRONT

[EMISSIVE_LIGHT_...]  ; Ambeint-Lighting-0
NAME= lodA_Interior_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.023, lodA_Interior_a_Coloured_1_Hard_NonTextured_Skinned_Geo.004, lodA_Interior_a_Coloured_1_Hard_NonTextured_Skinned_Geo.008
COLOR= 	212,131,252, 0.125
LAG=0.3
LOCATION=FRONT
SIMULATE_HEATING=0.6
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=1
LOCATION = MIDDLE

[EMISSIVE_LIGHT_...]  ; Ambeint-Lighting-Roof
NAME= lodA_Interior_a_Coloured_1_Hard_Textured_FabricA_NoSkin_Geo.002
COLOR= 	212,131,252, 2.5
LAG=0.3
LOCATION=FRONT
SIMULATE_HEATING=0.6
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=1
LOCATION = MIDDLE

[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; Ambeint-Lighting-1
MESHES = lodA_Interior_a_Coloured_1_Hard_NonTextured_Skinned_Geo.004
COLOR = 212,131,252, 0.02
DIRECTED = 0.5
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.018
SPLIT_ELEMENTS = 1
______________________________________________________

--------------------REALSTIC-GLASS--------------------
______________________________________________________
[INCLUDE: common/materials_glass.ini]
[Material_Glass] ; OTHERS
Materials = EXT_GLASS_OTHER
IOR = 2.85             ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 3    ; thicker glass passes less light through
ProfileFix = 0.04    ; adds thickness to glass for glazing angles
MaskPass = 1             ; mask pass opacity
MaskPassColor = 10, 10, 10

[INCLUDE: common/materials_glass.ini]
[Material_Glass] ; OTHERS
Materials = INT_CLUSTER_GLASS
IOR = 2             ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1.5    ; thicker glass passes less light through
ProfileFix = 0.04    ; adds thickness to glass for glazing angles
MaskPass = 1             ; mask pass opacity
MaskPassColor = 10,10,10


[INCLUDE: common/materials_glass.ini]
[Material_Glass] ; WINDOWS
Materials = EXT_GLASS
FilmIOR = 2.25
ThicknessMult = 9  ; thicker glass passes less light through
ExtraLightsAdjustment = 0.25
BrightnessAdjustment = 0.1
Refraction = 1.65
Desaturate = 1
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=10,60,10

[INCLUDE: common/materials_glass.ini]
[Material_Glass] ; TAIL-LIGHT-GLASS
Materials = EXT_RED_GLASS
FilmIOR = 2.2
ThicknessMult = 1.35   ; thicker glass passes less light through
ExtraLightsAdjustment = 0.285
BrightnessAdjustment = 0.225
Refraction = 0.25
Desaturate = 1
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=255,10,0


					///FRONT_HEADLIGHTS_GLASS
[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials=
ExteriorGlassTintedMaterials=rad_smoothglass_#FFFFFFFF
ExteriorGlassHeadlightsMaterials=rad_smoothglass_#FFFFFFFF

[Material_PhotoelasticGlass]
Meshes =18glass_01.007, 18glass_01.002
PhotoelasticityBaseScale= 10       ; this parameter alters scale in general
PhotoelasticityNoiseScale=0.055   ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale=0.002     ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset=0.08   ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale=2   ; how many stripes are there
ProfileFix=0.01
FilmIOR=2.55
ThicknessMult=8.5
Desaturate=1
EXTRA_MASK_PASS=1
MaskPassColor=128,128,128
______________________________________________________

--------------------EXT-MATERIALS--------------------
______________________________________________________

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = EXT_CHROME
DisableDev = 1

[Material_CarPaint_Metallic]
Materials = EXT_CHROME
UseMetallicReflections = 1.25
FresnelMax = 0.4
FresnelC = 0.4
FlakesK = 200
AmbientSpecular = 1.2
ColoredSpecular = 1
AmbientSpecularEXP = 3.0
ClearCoatThickness = 0.03
BrightnessAdjustment = 0.01
SpecularBase = 0.05, 2
SpecularSun = 0.005, 5
ApplyTilingFix = 1

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = EXT_BLACK_SMOOTH
DisableDev = 1

[Material_CarPaint_Metallic]
Materials = EXT_BLACK_SMOOTH
UseMetallicReflections = 1.25
FresnelMax = 0.1
FresnelC = 0.3
FlakesK = 120
AmbientSpecular = 1.2
ColoredSpecular = 1
AmbientSpecularEXP = 3.0
ClearCoatThickness = 0.03
BrightnessAdjustment = 0.3
SpecularBase = 0.05, 2
SpecularSun = 0.005, 1.5
ApplyTilingFix = 1

[INCLUDE: common/materials_interior.ini]
[Material_Aluminium_v2]
Materials = EXT_ALUMINUM
Metalness = 0.4
Reflectance = 0.9
BrightnessAdjustment = 0.25
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 20
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2
ApplyTilingFix = 1           ; apply tiling fix to reduce tiling of txDetail

[Material_CarPaint_Chrome]
Materials = EXT_CALIPER
FresnelMax = 0.5
FresnelC = 0.2
BrightnessAdjustment = 1.0
ColoredSpecular = 1.2
AmbientSpecular = 0.15
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.2
UseMetallicReflections = 1

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = EXT_RIM
DisableDev = 1

[Material_CarPaint_Metallic]
Materials = EXT_RIM
UseMetallicReflections = 1.25
FresnelMax = 0.25
FresnelC = 0.6
FlakesK = 35
AmbientSpecular = 1.2
ColoredSpecular = 1
AmbientSpecularEXP = 3.0
ClearCoatThickness = 0.03
BrightnessAdjustment = 0.1
SpecularBase = 0.05, 2
SpecularSun = 0.005, 1.5
ApplyTilingFix = 1

[SHADER_REPLACEMENT_...] ; BLACK-MATTE
MATERIALS = EXT_BLACK_MATTE
PROP_... = ksAmbient, 0.35
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 0.25
PROP_... = ksSpecularEXP, 25
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelEXP, 4.2
PROP_... = fresnelC, 0.03
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 450
PROP_... = detailNormalBlend, 0.125

[SHADER_REPLACEMENT_...] ; EXT-LOGOS
MATERIALS = EXT_Coloured-Logos
PROP_... = ksAmbient, 0.5
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 0.25
PROP_... = ksSpecularEXP, 25
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 4.2
PROP_... = fresnelC, 0.2

[SHADER_REPLACEMENT_...] ; EXT-LOGOS
MATERIALS = INT_CLUSTER
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 0.9
PROP_... = ksSpecularEXP, 120

[SHADER_REPLACEMENT_...] ; EXT-LOGOS
MATERIALS = INT_Android_Auto
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 0.9
PROP_... = ksSpecularEXP, 120

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = EXT_RADIATOR_WELD, EXT_LENS_GLASS, EXT_HEADLIGHT_GLASS, EXT_RED_GLASS
IS_TRANSPARENT = 1
BLEND_MODE = ALPHA_BLEND

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_CLUSTER_ICONS
IS_TRANSPARENT = 1
BLEND_MODE = ALPHA_TEST
______________________________________________________________________________________________________________

--------------------ANIMATIONS--------------------
______________________________________________________________________________________________________________
[ANIMATION_...]
INPUT = GEAR_R           ; bind to reverse gear
FILE =  STALK_RIGHT_REVERSE.ksanim ; file name of new animation in “animations” folder
TIME = 0.8                ; animation time
INPUT_AS_PROGRESS = 0      ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0      ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 0    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0         ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower) 

[ANIMATION_...]
INPUT = GEAR_D           ; bind to reverse gear
FILE =  STALK_RIGHT_AUTOMATIC.ksanim ; file name of new animation in “animations” folder
TIME = 0.8                ; animation time
INPUT_AS_PROGRESS = 0      ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0      ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 0    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0         ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower) 

[ANIMATION_...]
INPUT = TURNSIGNAL_LEFT
FILE =STALK_LEFT_TURN-SIGNAL.ksanim
TIME = 0.6
INPUT_AS_PROGRESS = 0
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...]
INPUT = TURNSIGNAL_RIGHT
FILE =STALK_RIGHT_TURN-SIGNAL.ksanim
TIME = .6
INPUT_AS_PROGRESS = 0
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...] ; gas/throttle animation
FILE=gas4.ksanim
INPUT=GAS
HOLD_STATE=0.5
INPUT_AS_PROGRESS = 1 

[ANIMATION_...] ; gas/throttle animation
FILE=INT_PEDALS_GAS.ksanim
INPUT=GAS
HOLD_STATE=0.5
INPUT_AS_PROGRESS = 1

[ANIMATION_...] ; gas/throttle animation
FILE=INT_PEDALS_BRAKE.ksanim
INPUT=BRAKE
HOLD_STATE=0.2
INPUT_AS_PROGRESS = 1

[ANIMATION_...] ; gas/throttle animation
FILE=brake1.ksanim
INPUT=BRAKE
HOLD_STATE=0.2
INPUT_AS_PROGRESS = 1 
______________________________________________________

--------------------INT-MATERIALS--------------------
______________________________________________________
[INCLUDE: common/materials_interior.ini]

[Material_Leather]
Materials=INT_LEATHER_COLURED
HasDetailNormals = 1
BrightnessAdjustment = 0.45
CubemapReflectionBlur=0
OcclusionMap=0.525
Smoothness = 0.2
Reflectance = 0.135
ClearCoatF0 = 0.300
DetailNormalBlend = 1.125
DetailScale = 120   ; CHANGE THIS, DETAILUVMULTIPLIER VALUE
ApplyTilingFix = 1
LocalReflectionsForce = 0
ksSpecular = 15
ksSpecularEXP = 45

[INCLUDE: common/materials_interior.ini]
[Material_Leather]
Materials=INT_LEATHER_MAIN
HasDetailNormals = 1
BrightnessAdjustment = 0.385
CubemapReflectionBlur=0
OcclusionMap=0.335
Smoothness = 0.225
Reflectance = 0.185
ClearCoatF0 = 0.300
DetailNormalBlend = 1.125
DetailScale = 85   ; CHANGE THIS, DETAILUVMULTIPLIER VALUE
ApplyTilingFix = 1
LocalReflectionsForce = 0
ksSpecular = 15
ksSpecularEXP = 45

[INCLUDE: common/materials_interior.ini]
[Material_Leather]
Materials=INT_STEERING
HasDetailNormals = 1
BrightnessAdjustment = 0.325
CubemapReflectionBlur=0
OcclusionMap=0.300
Smoothness = 0.235
Reflectance = 0.155
ClearCoatF0 = 0.300
DetailNormalBlend = 1.125
DetailScale = 65   ; CHANGE THIS, DETAILUVMULTIPLIER VALUE
ApplyTilingFix = 1
LocalReflectionsForce = 0
ksSpecular = 15
ksSpecularEXP = 45

[INCLUDE: common/materials_interior.ini]
[Material_Leather]
Materials=INT_STEERING_COLURED
HasDetailNormals = 1
BrightnessAdjustment = 0.85
CubemapReflectionBlur=0
OcclusionMap=0.300
Smoothness = 0.235
Reflectance = 0.155
ClearCoatF0 = 0.300
DetailNormalBlend = 1.125
DetailScale = 65   ; CHANGE THIS, DETAILUVMULTIPLIER VALUE
ApplyTilingFix = 1
LocalReflectionsForce = 0
ksSpecular = 15
ksSpecularEXP = 45

[INCLUDE: common/materials_interior.ini]
[Material_Leather]
Materials=INT_LEATHR_COLORED
HasDetailNormals = 1
BrightnessAdjustment = 0.4
CubemapReflectionBlur=0
OcclusionMap=0.525
Smoothness = 0.115
Reflectance = 0.185
ClearCoatF0 = 0.300
DetailNormalBlend = 0.78
DetailScale = 120   ; CHANGE THIS, DETAILUVMULTIPLIER VALUE
ApplyTilingFix = 1
LocalReflectionsForce = 0
ksSpecular = 15
ksSpecularEXP = 45

[INCLUDE: common/materials_interior.ini]
[Material_Plastic_v2] 
Materials= INT_BLACK
Reflectance = 0.03
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.55
DetailNormalBlend = 0.145
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1.15
DetailTextureBlur = 1
BrightnessAdjustment = 0.195
DetailScale= 80
ApplyTilingFix = 1

[INCLUDE: common/materials_interior.ini]
[Material_Velvet_v2]
Materials=INT_CARPET_ALC
BrightnessAdjustment=0.055
DetailScale = 35
DetailNormalBlend = 0.65
Smoothness = 0.25
CubemapReflectionBlur = 0.3
ApplyTilingFix = 1

[INCLUDE: common/materials_interior.ini]
[Material_InteriorPBRDetail]
Materials=INT_ALC
DetailScale = 22.5
Reflectance = 0.000
BrightnessAdjustment = 0.35


[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = INT_CHROME
DisableDev = 1

[Material_CarPaint_Metallic]
Materials = INT_CHROME
UseMetallicReflections = 1.25
FresnelMax = 0.225
FresnelC = 0.75
FlakesK = 120
AmbientSpecular = 1.2
ColoredSpecular = 1
AmbientSpecularEXP = 3.0
ClearCoatThickness = 0.03
BrightnessAdjustment = 0.35
SpecularBase = 0.05, 2
SpecularSun = 0.005, 1.5
ApplyTilingFix = 1

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = EXT_LOGOS_COOURED
DisableDev = 1

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS =dzdd.002
IS_TRANSPARENT = 1
BLEND_MODE = ALPHA_BLEND

[EMISSIVE_HAZARD_...] ; HAZARD-LIGHT
NAME=body_c.020
COLOR=80,0,0
LAG=0.6
SIMULATE_HEATING=1
LOCATION=MIDDLE
CAST_LIGHT=1

By SGM WORKSHOP

///MOVE OBJECT///

By SGM WORKSHOP

///MOVE OBJECT///

[WOBBLY_BIT_...]
NAME = aroma004
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.55
DAMPENING_LAG = 0.93
G_GAIN = 3
GRAVITY_GAIN = 2
OFFSET_GAIN = 25
STIFF_AXIS = 0, 0, 0.1
STIFF_AXIS_STIFFNESS = 0.1
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1	

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = lodA_Interior_a_Screens_1_Hard_NonTextured_NoSkin_Geo.002
Resolution = 900, 650
Size = 900, 625
Offset = 0, 10
Scale = 1
RearCameraPosition = 0, 0.746, -2.54
aftermarketComponent=1
______________________________________________________

--------------------CLUSTER--------------------
______________________________________________________

[EMISSIVE_GEAR_N_...]
NAME=Seat-Belt
TOGGLE_VISIBILITY = 1
COLOR=10,0,0
BLINK_REPEAT = 1                ; just make it blink
BLINK_FREQENCY_HZ = 0.6         ; sets frequency for blinking
LAG=0.0

[EMISSIVE_LIGHT_...]
NAME=Seat-Belt.004
COLOR=5,5,5
OFF_COLOR= 2,2,2

[EMISSIVE_LIGHT_...]
NAME=chassis.069, Circle.001
COLOR=2.5,2.5,2.5

[EMISSIVE_LIGHT_...]
NAME=chassis.043
COLOR=1,1,1

[EMISSIVE_TURNSIGNAL_LEFT_...] Right Rear
NAME= Seat-Belt.001
COLOR=00, 15, 0
OFF_COLOR=0,0,0
LAG=0.8
REPEAT_FREQENCY_HZ=1.5
SIMULATE_HEATING=1
LOCATION=MIDDLE
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_...] Right Rear
NAME= Plane
COLOR=00, 30, 0
OFF_COLOR=0,0,0
LAG=0.8
REPEAT_FREQENCY_HZ=1.5
SIMULATE_HEATING=1
LOCATION=MIDDLE
CAST_LIGHT=0

[ODOMETER_TRIP]
DIGITAL_ITEM=1
DIGITAL_ITEM_NUMBER_FORMAT=02.0

[Display_AndroidAuto]
Meshes = chassis.043
Resolution = 1100,400
Size = 1100,400
Offset = 0, 0
Scale =0.8
RearCameraPosition = 0, 0.746, -2.54
aftermarketComponent=1
ExclusiveBackground = 'Wallpaper.jpg'

[CAR_STEREO_.]
ACTIVE = $" read('csp/version', 0) >= 1279 "

MESHES = chassis.067
RESOLUTION = 1024,1024
DISPLAY_POS = 400,900
DISPLAY_SIZE = 1024,1024
COLOR = 10, 10, 10
FADE_WHEN_INACTIVE = 0.95
DITHERING = 2

; artist text
TEXT_CSP_0 = "{Artist}"
TEXT_CSP_0_NOALBUM = "{Artist}"
TEXT_CSP_0_NOARTIST = "{Track}"
TEXT_CSP_0_FALLBACK = ""
TEXT_CSP_0_ALIGN_LAYOUT = 0
TEXT_CSP_0_START = 520, 55
TEXT_CSP_0_SIZE = 310, 80
TEXT_CSP_0_FONT_TYPE = ITALIC
TEXT_CSP_0_Z_INDEX = 10
TEXT_CSP_0_SCALE = 1, 1
TEXT_CSP_0_BOLD = 1

; track text
TEXT_CSP_3 = "{Track}"
TEXT_CSP_3_NOALBUM = "{Track}"
TEXT_CSP_3_NOARTIST = "{Track}"
TEXT_CSP_3_FALLBACK = ""
TEXT_CSP_3_ALIGN_LAYOUT = 0
TEXT_CSP_3_START = 520, 85
TEXT_CSP_3_SIZE = 310, 80
TEXT_CSP_3_FONT_TYPE = ITALIC
TEXT_CSP_3_Z_INDEX = 10
TEXT_CSP_3_SCALE = 1, 1
TEXT_CSP_3_BOLD = 1

; album text
TEXT_CSP_4 = "{Album}"
TEXT_CSP_4_NOALBUM = "{Album}"
TEXT_CSP_4_NOARTIST = "{Album}"
TEXT_CSP_4_FALLBACK = ""
TEXT_CSP_4_ALIGN_LAYOUT = 0
TEXT_CSP_4_START = 520, 115
TEXT_CSP_4_SIZE = 310, 80
TEXT_CSP_4_FONT_TYPE = ITALIC
TEXT_CSP_4_Z_INDEX = 10
TEXT_CSP_4_SCALE = 1, 1
TEXT_CSP_4_BOLD = 1

; track position
TEXT_CSP_1 = "{Position:%02d:%02d//--:--}"
TEXT_CSP_1_ALIGN_LAYOUT = 0
TEXT_CSP_1_START = 325, 215
TEXT_CSP_1_SIZE = 460, 48
TEXT_CSP_1_FONT_TYPE = MONOSPACE
TEXT_CSP_1_Z_INDEX = 10
TEXT_CSP_1_SCALE = 0.8
TEXT_CSP_1_BOLD = 1

; track duration
TEXT_CSP_2 = "{Duration:%02d:%02d//--:--}"
TEXT_CSP_2_ALIGN_LAYOUT = 1, 0
TEXT_CSP_2_START = 250, 215
TEXT_CSP_2_SIZE = 500, 48
TEXT_CSP_2_FONT_TYPE = MONOSPACE
TEXT_CSP_2_Z_INDEX = 10
TEXT_CSP_2_SCALE = 0.8
TEXT_CSP_2_BOLD = 1

; progress bar background
RECT_5 = 1
RECT_5_START = 400, 225
RECT_5_SIZE = 250, 5
RECT_5_Z_INDEX = 11
RECT_5_COLOR = 0.2, 0.2, 0.2, 0.5

; progress bar background
RECT_6 = 1
RECT_6_START = 400, 225
RECT_6_SIZE = 475, 5
RECT_6_Z_INDEX = 12
RECT_6_COLOR = 0.8, 0.8, 0.8, 1
RECT_6_SCALE_WITH_PROGRESS = 1, 0


; album cover in the middle
ALBUM_COVER_0 = 1
ALBUM_COVER_0_START = 320, 3
ALBUM_COVER_0_SIZE = 191, 180
ALBUM_COVER_0_Z_INDEX = -1
ALBUM_COVER_0_FALLBACK = MUSIC
ALBUM_COVER_0_FALLBACK_COLOR = 1.5, 1.5, 1.5, 0.5
ALBUM_COVER_0_FALLBACK_BACKGROUND = 0.05, 0.05, 0.05, 1
ALBUM_COVER_0_FALLBACK_SIZE = 28

; animation below album cover
ANIMATION_0 = 15, 4
ANIMATION_0_START = 350, 250
ANIMATION_0_BLOCK = 20, 3
ANIMATION_0_MARGIN = 6, 3
ANIMATION_0_BASE_ROW = BUTTOM
______________________________________________________

--------------------REFRACTIONS--------------------
______________________________________________________

[REFRACTING_HEADLIGHT_1] ; FRONT_PROJECTOR_LIGHT
SURFACE = headlight_l.001
INSIDE_BULBS = headlight_l
INSIDE = headlight_l
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.005
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 1,0.9999,0.9999
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,-1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.35
GLASS_EXTRA_THICKNESS = 0.008
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.75
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,0.5343849,2.0768979
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.7
ORIGIN = 0.7,0.706,2.134
RADIUS = 0.04970002
REFLECTIVENESS_DIFFUSE_MULT = 80
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0





[REFRACTING_HEADLIGHT_2] ; FRONT-LED-LIGHT
SURFACE = 16black_m_17.011
INSIDE_BULBS = 16black_m_17.001
INSIDE = 16black_m_17.001
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.005
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,-1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.89
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 7.1525574e-07,0.56849694,2.0326393
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.6920998,0.755,2.2262492
RADIUS = 0.09120004
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_3] ; FRONT-LED-LIGHT
SURFACE = 16black_m_17.014
INSIDE_BULBS = 16black_m_17.015
INSIDE = 16black_m_17.015
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.004
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 1,0.9999208,0.9999
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.0049999375,0,-0.9999875
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 4
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 1,0.9999033,0.9999
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.8
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0.985,0,0
MIRROR_POS = 0,0.3967437,2.0162199
NM_SHARE_EXT = 0.2
NM_SHARE_INT = 1
ORIGIN = 0.774,0.564,2.2
RADIUS = 0.0018000032
REFLECTIVENESS_DIFFUSE_MULT = 80
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.3
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0


[REFRACTING_HEADLIGHT_4] ; REAR-TAIL-LIGHTS
SURFACE = taillight_l.001
INSIDE_BULBS = taillight_l
INSIDE = taillight_l
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.005
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 5
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.85
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,0.670496,-2.3898973
NM_SHARE_EXT = 0.15
NM_SHARE_INT = 0.65
ORIGIN = 0.545,0.843,-2.5547488
RADIUS = 0.17835078
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_5] ; REAR-TAIL-LIGHTS
SURFACE = 16black_m_17.004
INSIDE_BULBS = 16black_m_17.007
INSIDE = 16black_m_17.007
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 1
BULB_BLUR_K = 2
BULB_COLOR = 1,0,0
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.47241706,0,0.8813751
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.85
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -8.940697e-07,0.773329,-2.3048058
NM_SHARE_EXT = 0.25
NM_SHARE_INT = 1
ORIGIN = 0.634,0.949,-2.432
RADIUS = 0.040200002
REFLECTIVENESS_DIFFUSE_MULT = 85
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.15
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0


[REFRACTING_HEADLIGHT_6] ; REAR-TAIL-LIGHTS
SURFACE = 16black_m_17.005
INSIDE_BULBS = 16black_m_17.008
INSIDE = 16black_m_17.008
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 1,0,0
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0.009999501,0.99995005
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.5
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.12
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.95
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,0.7583803,-2.4868422
NM_SHARE_EXT = 0.25
NM_SHARE_INT = 0.75
ORIGIN = 0.5278145,0.93,-2.542209
RADIUS = 0.1259
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0




[REFRACTING_HEADLIGHT_7] ; REAR-BRAKE-LIGHTS
SURFACE = brakelight_l.001
INSIDE_BULBS = brakelight_l
INSIDE = brakelight_l, 19chrome_31.002
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.00125
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.65
BULB_BLUR_K = 1
BULB_COLOR = 1,0.9999,0.9999
BULB_REFLECTION_K = 0.25
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 2.25
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.35
GLASS_EXTRA_THICKNESS = 0.008
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 2
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -9.536743e-07,0.6541802,-2.446551
NM_SHARE_EXT = 0.225
NM_SHARE_INT = 0.75
ORIGIN = 0.69448555,0.825,-2.5013363
RADIUS = 0.09398604
REFLECTIVENESS_DIFFUSE_MULT = 80
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.5
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0





[REFRACTING_HEADLIGHT_8] ; REAR-Side-Tail-LIGHTS
SURFACE = 16black_m_17.003
INSIDE_BULBS = 16black_m_17.006
INSIDE = 16black_m_17.006
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.6
BULB_BLUR_K = 2
BULB_COLOR = 1,0,0
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.7486179,0,0.66300184
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.85
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.008
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.7
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,0.6348014,-2.427102
NM_SHARE_EXT = 0.125
NM_SHARE_INT = 0.85
ORIGIN = 0.787,0.807,-2.4895284
RADIUS = 0.096914135
REFLECTIVENESS_DIFFUSE_MULT = 80
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.2
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_9] ; REAR-Tail-LIGHTS
SURFACE = 16black_m_17.002
INSIDE_BULBS = 19chrome_31.003
INSIDE = 19chrome_31.003
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.0015
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.75
BULB_BLUR_K = 2
BULB_COLOR = 1,0,0
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.029986508,0,0.9995503
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.35
GLASS_EXTRA_THICKNESS = 0.007500003
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.75
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -1.013279e-06,0.55202043,-2.5101662
NM_SHARE_EXT = 0.3
NM_SHARE_INT = 1
ORIGIN = 0.685,0.728,-2.515
RADIUS = 0.041500013
REFLECTIVENESS_DIFFUSE_MULT = 80
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.35
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_10] ; REAR-Bumper-LIGHTS
SURFACE = 5chrome_28.001
INSIDE_BULBS = 5chrome_28
INSIDE = 5chrome_28
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.002
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.75
BULB_BLUR_K = 2
BULB_COLOR = 1,0,0
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.85
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.8
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,0.261142,-2.5709875
NM_SHARE_EXT = 0.25
NM_SHARE_INT = 0.85
ORIGIN = 0.594,0.428,-2.61
RADIUS = 0.107047565
REFLECTIVENESS_DIFFUSE_MULT = 85
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.2
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.21
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_11] ; REAR-REVERSE-LIGHTS
SURFACE = 18glass_01.005
INSIDE_BULBS = 12
INSIDE = 9, 19chrome_31.001
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.0025
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.8
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.25
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.35
GLASS_EXTRA_THICKNESS = 0.0065
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.85
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,0.2289002,-2.661384
NM_SHARE_EXT = 0.25
NM_SHARE_INT = 0.85
ORIGIN = 0,0.401,-2.685
RADIUS = 0.16980013
REFLECTIVENESS_DIFFUSE_MULT = 85
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.75
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_12] ; FRONT-SIDE-LIGHTS
SURFACE = 18glass_01.004
INSIDE_BULBS = 16black_m_17.009
INSIDE = 17orange_02
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.001
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.85
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.62446773,0,0.7810506
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.3
GLASS_EXTRA_THICKNESS = 0.006
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.85
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -0.862,0.23211072,1.9955692
NM_SHARE_EXT = 0.15
NM_SHARE_INT = 0.75
ORIGIN = -0.889,0.404,1.9895935
RADIUS = 0.086
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.25
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0








[REFRACTING_HEADLIGHT_13] ; REAR-BRAKE-TURN-SIGNAL_LIGHT
SURFACE = brakelight_l.002
INSIDE_BULBS = brakelight_l.003
INSIDE = 19chrome_31.004, brakelight_l.003
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.00125
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.65
BULB_BLUR_K = 1
BULB_COLOR = 1,0.9999,0.9999
BULB_REFLECTION_K = 0.25
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 2.25
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.35
GLASS_EXTRA_THICKNESS = 0.008
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 2
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -0.712,0.6541802,-2.4465508
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = -0.6820861,0.831,-2.5013359
RADIUS = 0.09398604
REFLECTIVENESS_DIFFUSE_MULT = 80
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.5
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0







[REFRACTING_HEADLIGHT_14] ; FRONT-SIDE-LIGHTS
SURFACE = 18glass_01.006
INSIDE_BULBS = 16black_m_17.013
INSIDE = 17orange_02.005
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.001
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.65
BULB_BLUR_K = 2
BULB_COLOR = 1,0.71990436,0
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.70710677,0,0.70710677
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 2.5
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.85
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 3.5762787e-07,0.23211072,1.995569
NM_SHARE_EXT = 0.25
NM_SHARE_INT = 0.8
ORIGIN = 0.8575293,0.404,1.9627538
RADIUS = 0.09550905
REFLECTIVENESS_DIFFUSE_MULT = 80
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.25
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_15] ; Mirrors-Lighting 
SURFACE = door_dside_f
INSIDE_BULBS = door_dside_f.020
INSIDE = door_dside_f.013
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.65
BULB_BLUR_K = 2
BULB_COLOR = 1,0.7640049,0
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.931886,-0.23615618,0.2753522
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.35
GLASS_EXTRA_THICKNESS = 0.008
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.65
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0.944,0.834,0.44
NM_SHARE_EXT = 0.05
NM_SHARE_INT = 1
ORIGIN = 1.142,1.063,0.381
RADIUS = 0.050900064
REFLECTIVENESS_DIFFUSE_MULT = 80
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.75
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1



[REFRACTING_HEADLIGHT_16] ; Mirrors-Lighting 
SURFACE = door_pside_f
INSIDE_BULBS = door_dside_f.019
INSIDE = door_pside_f.013
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.65
BULB_BLUR_K = 2
BULB_COLOR = 1,0.76470596,0
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.9163255,0,-0.40043426
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.35
GLASS_EXTRA_THICKNESS = 0.006
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.65
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -0.993,0.84793085,0.43292707
NM_SHARE_EXT = 0.05
NM_SHARE_INT = 1
ORIGIN = -1.085,1.022,0.48
RADIUS = 0.055800043
REFLECTIVENESS_DIFFUSE_MULT = 80
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.8
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1



[REFRACTING_HEADLIGHT_17] ; FRONT-LED-LIGHT
SURFACE = 16black_m_17.012
INSIDE_BULBS = 16black_m_17.010
INSIDE = 16black_m_17.010
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.004
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 1,0.9999208,0.9999
BULB_REFLECTION_K = 0.2
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
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.028987812,0,-0.9995797
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 4
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 1,0.9999033,0.9999
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.8
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -0.449,0.3967437,2.0162203
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = -0.772,0.569,2.201
RADIUS = 0.0018000032
REFLECTIVENESS_DIFFUSE_MULT = 80
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.3
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0





