;================================================

;                MATERIALS

;================================================

[INCLUDE: common/materials_interior.ini]
;PBR MATERIALS EXTERIOR
[Material_Carbon]
Materials = mat_exmanifold_carbon, mat_exmanifold_2_carbon, mat_rim_carbon, mat_livery_carbon, mat_cockpit_carbon, mat_mechanics_carbon
BrightnessAdjustment = 0.55
ClearCoatF0 = 0.10
DetailScale = 300
Metalness = 0.2
OcclusionSource = MAPS_ALPHA      ; where to take occlusion from, valid values: NONE, LUMINANCE, MAPS_ALPHA
OcclusionMult = 1 ; multiplier for occlusion intensity

[Material_Carbon]
Materials = mat_muffler_carbon, mat_muffler_2_carbon
BrightnessAdjustment = 0.55
ClearCoatF0 = 0.10
DetailScale = 75
Metalness = 0.2
OcclusionSource = MAPS_ALPHA      ; where to take occlusion from, valid values: NONE, LUMINANCE, MAPS_ALPHA
OcclusionMult = 1 ; multiplier for occlusion intensity

[Material_Plastic_v2]
Materials = mat_cockpit_plastic, mat_livery_plastic, mat_mechanics_plastic, mat_lights_plastic, mat_muffler_plastic, mat_exmanifold_plastic, mat_muffler_2_plastic, mat_exmanifold_2_plastic, mat_rim_plastic
BrightnessAdjustment = 0.35
DetailScale = 10
OcclusionSource = MAPS_ALPHA      ; where to take occlusion from, valid values: NONE, LUMINANCE, MAPS_ALPHA
OcclusionMult = 1 ; multiplier for occlusion intensity

[Material_Metal_v2]
Materials = mat_cockpit_metal, mat_livery_metal, mat_exmanifold_metal, mat_muffler_metal, mat_exmanifold_2_metal, mat_muffler_2_metal, mat_rim_metal, mat_mechanics_metal, Paint_Black, Paint_Silver, Black_Matte
BrightnessAdjustment = 0.25
DetailScale = 0
Metalness = 0.10
Reflectance = 0.05
LocalReflectionsSharpness = 0.1		
DetailTexture = 0
OcclusionSource = MAPS_ALPHA      ; where to take occlusion from, valid values: NONE, LUMINANCE, MAPS_ALPHA
OcclusionMult = 1 ; multiplier for occlusion intensity

[Material_Metal_v2]
Materials = mat_brake, mat_chain, mat_gear
BrightnessAdjustment = 0.25
DetailScale = 0
Metalness = 0.1
Reflectance = 0.05
LocalReflectionsSharpness = 0.1		
DetailTexture = 0
OcclusionSource = MAPS_ALPHA      ; where to take occlusion from, valid values: NONE, LUMINANCE, MAPS_ALPHA
OcclusionMult = 1 ; multiplier for occlusion intensity
CULL_MODE=OFF

[Material_Aluminium_v2]
Materials = mat_cockpit_chrome, mat_livery_chrome, mat_mechanics_chrome, mat_rim_chrome
BrightnessAdjustment = 0.5
Reflectance = 0.05
DetailScale = 1
LocalReflectionsSharpness = 0.1			
DetailTexture = 1
OcclusionSource = MAPS_ALPHA      ; where to take occlusion from, valid values: NONE, LUMINANCE, MAPS_ALPHA
OcclusionMult = 1 ; multiplier for occlusion intensity
Smoothness = 0.9

[Material_Aluminium_v2]
Materials = mat_muffler_chrome, mat_exmanifold_chrome, mat_muffler_2_chrome, mat_exmanifold_2_chrome
BrightnessAdjustment = 0.5
Reflectance = 0.05
DetailScale = 1
LocalReflectionsSharpness = 0.1	
Metalness = 0.1
DetailTexture = 
OcclusionSource = MAPS_ALPHA      ; where to take occlusion from, valid values: NONE, LUMINANCE, MAPS_ALPHA
OcclusionMult = 1 ; multiplier for occlusion intensity
Smoothness = 0.9

[Material_Fabric_v2]
Materials = mat_livery_seat, mat_mechanics_seat
BrightnessAdjustment = 0.25
OcclusionSource = MAPS_ALPHA      ; where to take occlusion from, valid values: NONE, LUMINANCE, MAPS_ALPHA
OcclusionMult = 1 ; multiplier for occlusion intensity

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
; New car paint
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = mat_livery_paint, mat_rim_paint, mat_cockpit_paint, mat_exmanifold_paint, mat_muffler_paint, mat_exmanifold_2_paint, mat_muffler_2_paint, mat_mechanics_paint, mat_cockpit_paint
CarPaintVersionAware = 2


[Material_CarPaint_Metallic]
Materials = mat_livery_paint, mat_rim_paint, mat_cockpit_paint, mat_exmanifold_paint, mat_muffler_paint, mat_exmanifold_2_paint, mat_muffler_2_paint, mat_mechanics_paint, mat_cockpit_paint
LocalReflectionsForce = 1
AmbientSpecular = 1
BrightnessAdjustment = 0.2


[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials = GlassClear2

[Material_PhotoelasticGlass]
Meshes= mirror305.002, chassis305.005

[EXTRA_FX]
MASK_GBUFFER = chassis066.021,chassis066.034,

[Material_PhotoelasticGlass]
Meshes = chassis066.021,mirror066.007,mirror066.002,homologation066.008,homologation066.013
ExteriorGlassHeadlightsMaterials = mat_glass
PhotoelasticityBaseScale = 4      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.5   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.2  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
ProfileFix = 0.02
Refraction = 1

;================================================

;                SHADER ADJUSTMENTS

;================================================
[SHADER_REPLACEMENT_...]
MATERIALS=mat_brake, mat_chain,mat_gear,Symbols_?
BLEND_MODE = ALPHA_TEST  

;[SHADER_REPLACEMENT_...]
;MATERIALS=mat_exmanifold_chrome
;PROP_... = fresnelMaxLevel, 0.6

;[SHADER_REPLACEMENT_...]
;MATERIALS=mat_brake, mat_chain,mat_gear
;SHADER=nePBR_MultiMap_NMDetail_ClearCoat
;;FILL_MISSING_TEXTURES = 1 
;;CULL_MODE=DOBULESIDED
;;DEPTH_MODE = NORMAL
;BLEND_MODE = ALPHA_TEST  
;;EXTRA_MASK_PASS = 1 

;,[SHADER_REPLACEMENT_...]
;MATERIALS=mat_livery_paint, mat_mechanics_paint
;;IS_TRANSPARENT=0
;;PROP_... = extFlags, interior
;PROP_... = ksAmbient, 0.405
;PROP_... = ksDiffuse, 0.45
;PROP_... = ksSpecular, 0.5
;PROP_... = ksSpecularEXP, 50
;PROP_... = fresnelC, 0.1
;PROP_... = fresnelEXP, 5
;PROP_... = fresnelMaxLevel, 1
;
;,[SHADER_REPLACEMENT_...]
;MATERIALS=mat_chain_1_002
;;IS_TRANSPARENT=0
;;PROP_... = extFlags, interior
;PROP_... = ksAmbient, 0.04
;PROP_... = ksDiffuse, 0.08
;PROP_... = ksSpecular, 0.1
;PROP_... = ksSpecularEXP, 100
;PROP_... = fresnelC, 0.5
;PROP_... = fresnelEXP, 0.3
;PROP_... = fresnelMaxLevel, 0.08
;
;,[SHADER_REPLACEMENT_...]
;MATERIALS=mat_fronttyre,mat_backtyre
;;IS_TRANSPARENT=0
;;PROP_... = extFlags, interior
;PROP_... = ksAmbient, 0.15
;PROP_... = ksDiffuse, 0.15
;PROP_... = ksSpecular, 0.2
;PROP_... = ksSpecularEXP, 30
;PROP_... = fresnelC, 0
;PROP_... = fresnelEXP, 6
;PROP_... = fresnelMaxLevel, 0.025

;,[SHADER_REPLACEMENT_...]
;MATERIALS=mat_muffler_chrome,mat_exmanifold_chrome,mat_mechanics_chrome
;;IS_TRANSPARENT=0
;;PROP_... = extFlags, interior
;PROP_... = ksAmbient, 0.1
;PROP_... = ksDiffuse, 0.25
;PROP_... = ksSpecular, 0.5
;PROP_... = ksSpecularEXP, 50
;PROP_... = fresnelC, 0.6
;PROP_... = fresnelEXP, 1
;PROP_... = fresnelMaxLevel, 0.6

;,[SHADER_REPLACEMENT_...]
;MATERIALS=mat_mechanics_metal,mat_cockpit_metal
;;IS_TRANSPARENT=0
;;PROP_... = extFlags, interior
;PROP_... = ksAmbient, 0.32
;PROP_... = ksDiffuse, 0.3
;PROP_... = ksSpecular, 1
;PROP_... = ksSpecularEXP, 50
;PROP_... = fresnelC, 0.01
;PROP_... = fresnelEXP, 2.9
;PROP_... = fresnelMaxLevel, 0.1

;,[SHADER_REPLACEMENT_...]
;MATERIALS=mat_cockpit_plastic, mat_livery_plastic, mat_mechanics_plastic, mat_lights_plastic, mat_muffler_plastic, mat_exmanifold_plastic, mat_rim_plastic
;;IS_TRANSPARENT=0
;;PROP_... = extFlags, interior
;PROP_... = ksAmbient, 0.1
;PROP_... = ksDiffuse, 0.1
;PROP_... = ksSpecular, 0.05
;PROP_... = ksSpecularEXP, 15
;PROP_... = fresnelC, 0
;PROP_... = fresnelEXP, 0.5
;PROP_... = fresnelMaxLevel, 0.05

;,[SHADER_REPLACEMENT_...]
;MATERIALS=mat_mechanics_seat
;;IS_TRANSPARENT=0
;;PROP_... = extFlags, interior
;PROP_... = ksAmbient, 0.15
;PROP_... = ksDiffuse, 0.25
;PROP_... = ksSpecular, 0.178
;PROP_... = ksSpecularEXP, 40
;PROP_... = fresnelC, 0
;PROP_... = fresnelEXP, 0
;PROP_... = fresnelMaxLevel, 0.01

;,[SHADER_REPLACEMENT_...]
;MATERIALS=mat_glass
;;IS_TRANSPARENT=0
;;PROP_... = extFlags, interior
;PROP_... = ksAmbient, 0.03
;PROP_... = ksDiffuse, 0.2
;PROP_... = ksSpecular, 1
;PROP_... = ksSpecularEXP, 400
;PROP_... = fresnelC, 0.274
;PROP_... = fresnelEXP, 2.5
;PROP_... = fresnelMaxLevel, 1

;[EXTRA_FX]
;MASK_GBUFFER = chassis066.034

;[SHADER_REPLACEMENT_...]
;MESHES = chassis066.034
;SHADER = ksWindscreen

;[SHADER_REPLACEMENT_...]
;MESHES = chassis066.034
;SHADER = ksRearMirror


;================================================

;                MIRRORS

;================================================

[REAL_MIRROR_0]
ASPECT_MULT=1
FLIP=0
FOV=10
IS_MONITOR=0
MONITOR_SHADER_TYPE=1
ROTATION=0.000,0.050

[REAL_MIRROR_1]
ASPECT_MULT=1
FLIP=0
FOV=10
IS_MONITOR=0
MONITOR_SHADER_TYPE=1
ROTATION=-0.000,0.050


;================================================

;                AUDIO

;================================================

[AUDIO_VOLUME]
;ENGINE_EXT = 1.0
;ENGINE_INT = 1.0
;GEAR_EXT = 1.0
;GEAR_INT = 1.0
;BODYWORK = 1.0
WIND = 2.0
;DIRT = 1.0
;DOWN_SHIFT = 1.0
;UP_SHIFT = 1.0
;HORN = 1.0
;GEAR_GRIND = 0.0
;BACKFIRE_EXT = 1.0
;BACKFIRE_INT = 1.45
;TRACTION_CONTROL_EXT = 1.0
;TRACTION_CONTROL_INT = 1.0
;TRANSMISSION = 0.0
;LIMITER = 1.0
;TURBO = 0.0
;RAIN_EXT=1.0
;RAIN_INT=2.0
;WIPER_EXT=1.0
;WIPER_INT=1.0
;
;
;
[AUDIO_PITCH]
;BACKFIRE_EXT=1
;BACKFIRE_INT=1
;BODYWORK=1
;DIRT=1
;DOWN_SHIFT=1
;ENGINE_EXT=1.0
;ENGINE_INT=1.0
;GEAR_EXT=1
;GEAR_GRIND=1
;GEAR_INT=1
;HIT=1
;HORN=1
;LIMITER=1
;SCRAPE=1
;SKID_EXT=1
;SKID_INT=0.75
;TRACTION_CONTROL_EXT=1
;TRACTION_CONTROL_INT=1
;TRANSMISSION=1
;TURBO=1.0
;WHEEL=1
;WIND=1

;[AUDIO_PARAMETER_TRANSFORM]
;; Originally, AC would sent 10000 to soundbank, but now it’ll send 5000 instead. Or, 
;; it’ll send 2500 instead of 5000 — values in-between these points are linearly interpolated.
;ENGINE_EXT_RPMS = (| 0=0 | 15000=11500 |)
;ENGINE_INT_RPMS = (| 0=0 | 15000=11500 |)


;================================================

;                FLAMES

;================================================

[EXHAUST_FLAMES]
ANTILAG=1
ANTILAG_DELAY=0.15
ANTILAG_INTENSITY=100
ANTILAG_INTERVAL_MAX=.1
ANTILAG_INTERVAL_MIN=0.05
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=1
;DAMAGE_DURATION=0.05
;DAMAGE_INTENSITY=1
;DAMAGE_PROBABILITY=1
DISCHARGE=1
;DISCHARGE_CHARGE_TIME=2
;DISCHARGE_DELAY=1
;DISCHARGE_DURATION=1
DISCHARGE_INTENSITY=100
;DISCHARGE_PROBABILITY=0.88
;DISCHARGE_RPM_THRESHOLD_MAX=5000
;DISCHARGE_RPM_THRESHOLD_MIN=4000
;DISCHARGE_WATER_TEMPERATURE_THRESHOLD=80
FLAT_SHIFT=1
;FLAT_SHIFT_COOLDOWN=0.23
;FLAT_SHIFT_DURATION=0.05
;FLAT_SHIFT_GAS_THRESHOLD=0.3
FLAT_SHIFT_INTENSITY=100
;FLAT_SHIFT_PROBABILITY=1
;FLAT_SHIFT_RPM_THRESHOLD=4000
LIMITER=1
LIMITER_DELAY=0.3
LIMITER_INTENSITY=100
LIMITER_RPM_THRESHOLD=0

;[PARTICLES_FX_EXHAUST_FLAMES]
;COLOR_MULT=1, 1, 1, 1
;INTENSITY_MULT=5
;SIZE_MULT=5
;TEMPERATURE_MULT=5


;================================================

;                EXHAUST GLOW

;================================================

; exhaust glow
[INCLUDE: common/gt3_exhaust_glow.ini]
ExhaustLightPoint =-0.0, 0.201, -0.196
ExhaustPoint = -0.217, 0.564, -0.756
ExhaustMeshes_MultiMap = exmanifold_066_066.002,muffler066.002
ExhaustRadiusInner = 0.202
ExhaustRadiusThicknessInv =0.01
ExhaustGlowTint = 0.02
ExhaustNormalsK = 0.1
ExhaustAreaScale = 0.1, 1, 0.03
ExhaustMirror = 0
ExhaustLightRange = 0.5
;ExhaustTemperatureMin = 1
ExhaustTemperatureMax = 125
;ExhaustPositioningHelp = 1


;================================================

;                ANIMATIONS

;================================================

[ANIMATION_...]
FILE=phone.ksanim
TIME= 0.2
BIND_TO_EXTRA_A=1
INPUT_THRESHOLD_INVERSE=1

[ANIMATION_...]
FILE=kickstand.ksanim
TIME= 0.5
BIND_TO_EXTRA_B=1

[ANIMATION_...]
FILE=car_door_R.ksanim
TIME= 0.5
BIND_TO_EXTRA_C=1

[ANIMATION_...]
FILE=exhaust.ksanim
TIME= 0.0
BIND_TO_EXTRA_D=1

[ANIMATION_...]
FILE=exhaust_2.ksanim
TIME= 0.0
BIND_TO_EXTRA_D=1

[ANIMATION_...]
FILE=mirrors.ksanim
TIME= 0.0
BIND_TO_EXTRA_E=1

[ANIMATION_...]
FILE=homologation.ksanim
TIME= 0.0
BIND_TO_EXTRA_F=1



[ANIMATION_...]
INPUT =  G_FORCE	        ; bind to reverse gear
INPUT_SELECTOR=X
FILE = bike_tilt.ksanim     ; file name of new animation in “animations” folder
TIME = 3.5                  ; animation time
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (-4=1| 0=0.5 | 4=0)
;INPUT_LUT = (-2=1 | 0=0.5 | 2=0)
INPUT_LAG_UP = 0.95
INPUT_LAG_DOWN = 0.95

[ANIMATION_...]
INPUT =  G_FORCE	        ; bind to reverse gear
INPUT_SELECTOR=X
FILE = steer_tilt.ksanim     ; file name of new animation in “animations” folder
TIME = 3.5                  ; animation time
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (-4=1| 0=0.5 | 4=0)
;INPUT_LUT = (-2=1 | 0=0.5 | 2=0)
INPUT_LAG_UP = 0.95
INPUT_LAG_DOWN = 0.95

[ANIMATION_...]
INPUT =  RPM	        ; bind to reverse gear
FILE = n_0.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (0=1| 4000=0)

[ANIMATION_...]
INPUT =  RPM	        ; bind to reverse gear
FILE = n_4.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (0=0| 4000=1 | 8000=0)

[ANIMATION_...]
INPUT =  RPM	        ; bind to reverse gear
FILE = n_8.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (4000=0| 8000=1 | 9000=0)

[ANIMATION_...]
INPUT =  RPM	        ; bind to reverse gear
FILE = n_9.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (8000=0| 9000=1 | 10000=0)

[ANIMATION_...]
INPUT =  RPM	        ; bind to reverse gear
FILE = n_10.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (9000=0| 10000=1 | 11000=0)

[ANIMATION_...]
INPUT =  RPM	        ; bind to reverse gear
FILE = n_11.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (10000=0| 11000=1 | 12000=0)

[ANIMATION_...]
INPUT =  RPM	        ; bind to reverse gear
FILE = n_12.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (11000=0| 12000=1 | 14000=0)

[ANIMATION_...]
INPUT =  RPM	        ; bind to reverse gear
FILE = n_14.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (12000=0| 14000=1 | 16000=0)

[ANIMATION_...]
INPUT =  RPM	        ; bind to reverse gear
FILE = n_16.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (14000=0| 16000=1)

[ANIMATION_...]
INPUT = CLUTCH             ; bind to reverse gear
FILE = cluch.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1
INPUT_LUT = (|0=1|1=0)

[ANIMATION_...]
INPUT = GAS             ; bind to reverse gear
FILE = throttle.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1

[ANIMATION_...]
INPUT = BRAKE             ; bind to reverse gear
FILE = front_brake.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1

[ANIMATION_...]
INPUT = HANDBRAKE             ; bind to reverse gear
FILE = rear_brake.ksanim     ; file name of new animation in “animations” folder
INPUT_AS_PROGRESS = 1

;================================================

;                TURN SIGNALS

;================================================

; FRONT Right
[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = mirror066.007
COLOR = 255, 128, 0, 5
LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = FRONT
CAST_LIGHT = 1

; FRONT Left
[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = mirror066.002
COLOR = 255, 128, 0, 5
LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = FRONT
CAST_LIGHT = 1

; Rear Right
[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = homologation066.008
COLOR = 255, 128, 0, 5
LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = REAR
CAST_LIGHT = 1
FALLBACK_BASE_COLOR= 1, 0, 0,50
FALLBACK_BRAKES_COLOR = 1, 0, 0,500


; Rear Left
[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = homologation066.013
COLOR = 255, 128, 0, 5
LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = REAR
CAST_LIGHT = 1
FALLBACK_BASE_COLOR= 1, 0, 0, 50
FALLBACK_BRAKES_COLOR = 1, 0, 0,500

[LIGHT_TURNSIGNAL_LEFT_0]
BOUND_TO=mirror066.002
COLOR	=	2,1,1,1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.0, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=0.131, 0.842, -0.925
;POSITION=0.131, 0.842, -0.925
POSITION=0.126, 0.915, -0.839
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_0]
BOUND_TO=mirror066.007
COLOR	=	2,1,1,1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.0, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=0.131, 0.842, -0.925
;POSITION=-0.131, 0.842, -0.925
POSITION=-0.126, 0.915, -0.839
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_LEFT_1]
BOUND_TO=mirror066.002
COLOR	=	2,1,1,1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.0, 0, 0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=0.269, 0.538, 0.516
;POSITION=0.269, 0.538, 0.516
POSITION=0.404, 1.08, 0.559
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_1]
BOUND_TO=mirror066.007
COLOR	=	2,1,1,1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.0, 0, 0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=-0.269, 0.538, 0.516
;POSITION=-0.269, 0.538, 0.516
POSITION=-0.404, 1.08, 0.559
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

;fix light bug
[LIGHT_TURNSIGNAL_RIGHT_2]
COLOR	=	0,0,0,0


;================================================

;                DASH LIGHTS

;================================================

;Auto Headlights indicator light
[EMISSIVE_LIGHT_...]
NAME = low
COLOR = 0,1,0,10
LAG = 0.1
SIMULATE_HEATING = 0.01
TOGGLE_VISIBILITY=1

;High Beam indicator Light;
[EMISSIVE_HIGHBEAM_0]
NAME=high
COLOR=0,0.1,1,5
CAST_LIGHT=0
LAG=0.0
TOGGLE_VISIBILITY=1

;Left Turn Signal
[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = turn_left
COLOR = 0, 1, 0, 10
CAST_LIGHT = 0
TOGGLE_VISIBILITY = 1
LAG=0.1

;Right Turn Signal
[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = turn_right
COLOR = 0, 1, 0, 10
Cast_Light = 0
TOGGLE_VISIBILITY = 1
LAG=0.1

;Traction Control Dash Light;
[EMISSIVE_TRACTIONCONTROL_0]
NAME=dtc
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=1,0.7,0,6
LAG=0.2
CAST_LIGHT=0

;;Traction Control Action Dash Light;
;[EMISSIVE_TRACTIONCONTROL_INACTION_0] 
;NAME=dtc_action
;COLOR=1,0.7,0,6
;OFF_COLOR=0
;TOGGLE_VISIBILITY = 1
;LAG=0.2
;CAST_LIGHT=0

;Traction Control Action Dash Light;
[EMISSIVE_CPHYS_SCRIPT_1_0] 
NAME=dtc_action
COLOR=1,0.7,0,6
OFF_COLOR=0
TOGGLE_VISIBILITY = 1
LAG=0.2
CAST_LIGHT=0
INPUT = RPM
INPUT_THRESHOLD = 0
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 2.3 ; sets frequency for blinking
TOGGLE_VISIBILITY = 1

[EMISSIVE_ABS_0]
NAME=abs
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=1,0.7,0,6
LAG=0.2
CAST_LIGHT=1

;Engine Damage Dash Light;
[EMISSIVE_ENGINE_DAMAGE_0]
NAME=warning
ENGINE_LIFE_THRESHOLD=750kj
ACT_AS_HEADLIGHTS=0
COLOR=1,0.7,0,6
OFF_COLOR=0,0,0
CAST_LIGHT=0
LAG=0.0
TOGGLE_VISIBILITY=1

;GEAR N Dash Light
[EMISSIVE_GEAR_N_...]
NAME=BMW_S_1000_RR_2018.1162
COLOR = 0, 1, 0, 6
BIND_TO_HEADLIGHTS=1
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0

[EMISSIVE_LIGHT_...]
NAME=chassis066.007
COLOR=1,1,1,1
OFF_COLOR=1,1,1,1
;LAG=0.8
;SIMULATE_HEATING=0.6
LAG=0.2
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=XsMax-screen
COLOR=1,1,1,1
OFF_COLOR=1,1,1,1

;;cluster needles
[EMISSIVE_...]
NAME=RPMlight
COLOR = 1,1,1,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
INPUT = RPM
INPUT_THRESHOLD = 14000
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 8 ; sets frequency for blinking
TOGGLE_VISIBILITY = 1

;;cluster needles
[EMISSIVE_...]
NAME=RPMlight_2
COLOR = 1,1,1,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
INPUT = CPHYS_SCRIPT_2
INPUT_THRESHOLD = 0
TOGGLE_VISIBILITY = 1

;dash arrow light
[EMISSIVE_LIGHT_...]
NAME=arrow?
COLOR=1,1,1,1
OFF_COLOR=1,1,1,1
ACT_AS_HEADLIGHTS=0
~
;dash arrow light
[EMISSIVE_LIGHT_...]
NAME=n_?,DEGREE_?
COLOR=1,1,1,1
OFF_COLOR=1,1,1,1
ACT_AS_HEADLIGHTS=0

;dash arrow light
[EMISSIVE_...]
NAME=RPM_?
COLOR=1,0,0,2
OFF_COLOR=0,0.4,1,2
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHTS=0
INPUT = RPM
INPUT_THRESHOLD = 14900
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 8 ; sets frequency for blinking

;RPM Analog
[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = ARROW_RPM
ZERO = 0
MIN_VALUE = 0
SPEED_LAG = 0.1   
LUT = (0=0|4000=-24|8000=-47|9000=-75|10000=-102|11000=-129|12000=-157|14000=-179|16000=-204) 


;[EMISSIVE_...]
;INPUT = BODY_DAMAGE
;;INPUT_SELECTOR = 0
;COLOR=1,1,1,2
;OFF_COLOR=0,0,0,0
;TOGGLE_VISIBILITY = 0
;RANGE_DELAY = 0.1
;SMOOTH_IN = 1
;SMOOTH_OUT = 0
;RANGE_START_INDEX = 0
;RANGE_END_INDEX = 34
;RANGE_PREFIX = DEGREE_
;;INPUT_LUT = (0=0 | 1=60 | 3=90)
;INPUT_DEBUG = 1



;[DI_G_FORCE_...]
;DIGITAL_ITEM = 5
;INPUT = G_FORCE
;INPUT_SELECTOR = 0
;INPUT_LUT = (-3=90 | -2=60 | 0=0 | 2=60 | 3=90)
;DIGITAL_ITEM_NUMBER_FORMAT = 02.0
;INPUT_DEBUG = 0.6

;dash arrow light
[EMISSIVE_...]~
NAME = DTC_REALTIME_0
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.0125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_1
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.025 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_2
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.05 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_3
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.0625 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_4
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.075 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_5
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.0875 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_6
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.1 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_7
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.1125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_8
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_9
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.1375 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995 

[EMISSIVE_...]~
NAME = DTC_REALTIME_10
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.15 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_11
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.1625 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_12
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.175 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_13
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.1875 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_14
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.2 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_15
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.2125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_16
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.225 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_17
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.2375 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_18
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.25 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_19
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.2625 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_20
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.275 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_21
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.2875 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_22
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.3 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_23
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.3125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_24
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.325 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_25
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.3375 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_26
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.35 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_27
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.3625 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_28
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.375 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_29
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.3875 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_30
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.4 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_31
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.4125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_32
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.425 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_33
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.4375 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_34
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.45 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_35
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.4625 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_36
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.475 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_37
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.4875 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_38
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.5 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_REALTIME_39
COLOR=0,0.7,1,2
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_3
INPUT_LUT = (0 = 0 | 0.5125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995






[EMISSIVE_...]~
NAME = DTC_ALLTIME_0
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.0125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_1
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.025 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_2
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.05 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_3
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.0625 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_4
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.075 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_5
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.0875 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_6
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.1 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_7
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.1125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_8
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_9
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.1375 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995 

[EMISSIVE_...]~
NAME = DTC_ALLTIME_10
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.15 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_11
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.1625 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_12
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.175 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_13
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.1875 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_14
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.2 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_15
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.2125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_16
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.225 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_17
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.2375 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_18
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.25 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_19
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.2625 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_20
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.275 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_21
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.2875 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_22
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.3 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_23
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.3125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_24
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.325 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_25
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.3375 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_26
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.35 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_27
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.3625 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_28
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.375 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_29
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.3875 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_30
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.4 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_31
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.4125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_32
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.425 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_33
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.4375 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_34
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.45 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_35
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.4625 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_36
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.475 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_37
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.4875 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_38
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.5 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

[EMISSIVE_...]~
NAME = DTC_ALLTIME_39
COLOR=1,1,1,1
OFF_COLOR=1,1,1,0.25
ACT_AS_HEADLIGHTS=0
INPUT = CPHYS_SCRIPT_4
INPUT_LUT = (0 = 0 | 0.5125 = 1)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.995

;================================================

;                HEADLIGHTS

;================================================


[LIGHT_HEADLIGHT_0]
 COLOR	=	0.977465, 0.988732, 1, 10
 MIRROR = 0.1
POSITION	=	0, 0.787387, 0.80729
;POSITION	=	0, 0.787387, 0.80729
;DIRECTION	=	0, -1, 0
;RELATIVE_TO = bike_tilt
 
; [EMISSIVE_LIGHT_...]
;NAME=
;COLOR=1,1,1,1000
;BIND_TO_HEADLIGHTS=1
;LAG=0.0
;SIMULATE_HEATING=0.0
;CAST_LIGHT=0
;TOGGLE_VISIBILITY=0

;Headlights 
[EMISSIVE_HIGHBEAM_...]
NAME = chassis066.026, chassis066.027
COLOR = 1,1,1,500
FALLBACK_HEADLIGHTS_COLOR = 1,1,1,350
ACT_AS_HEADLIGHTS=1
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_HIGHBEAM_1]
NAME=BMW_S_1000_RR_2018.087,BMW_S_1000_RR_2018.089
ACT_AS_HEADLIGHTS=1
COLOR=1,1,1,1500

[EMISSIVE_LIGHT_...]
NAME= chassis066.025,chassis066.028
COLOR=1,1,1,300
OFF_COLOR=1,1,1,500
BIND_TO_HEADLIGHTS=1
LAG=0.0
SIMULATE_HEATING=0.0
CAST_LIGHT=0
TOGGLE_VISIBILITY=0


;================================================

;                BRAKE LIGHTS

;================================================

;Brake Lights
[EMISSIVE_BRAKE_...]
NAME=
COLOR=1, 0, 0,900
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_HEADLIGHTS_COLOR=1, 0, 0,90

;Brake light cast on ground
[LIGHT_BRAKE_0]
BOUND_TO=BMW_S_1000_RR_2018.300
AFFECTS_TRACK	=	1
BOUND_EMISSIVE_MAX	=	200
BOUND_EXP	=	1
COLOR	=	1, 0, 0, 7
DIFFUSE_CONCENTRATION	=	0.88
DIRECTION	=	0, 0, -1
EXTERIOR_ONLY	=	1
FADE_AT	=	120
FADE_SMOOTH	=	30
INTERIOR_ONLY	=	0
MIRROR	=	0.0
OFF_COLOR	=	1, 0.0911936, 0.0265662, 1.35
OFF_FADE_MULT	=	0.674586
OFF_MIRROR	=	0.0
OFF_MULT	=	0.1
OFF_POSITION	=	-0.0079, 0.971, -0.844
OFF_RANGE_MULT	=	0.767561
POSITION	=	-0.0079, 0.971, -0.844
RANGE	=	3
RANGE_GRADIENT_OFFSET	=	0.4
SPECULAR_MULT	=	1
SPOT	=	165.5
SPOT_EDGE	=	0.582
SPOT_EDGE_SHARPNESS	=	10
SPOT_SHARPNESS	=	0.3475


;================================================

;                License Plate Lights

;================================================

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=homologation066.007
CAST_LIGHT=1 
OFFSET=0.0, 0.02, -0.02
RANGE=0.15
RANGE_GRADIENT_OFFSET=0.02
SPOT=280
SPOT_SHARPNESS=0.09
COLOR=2,2,2,5
OFF_COLOR=0,0,0
FALLBACK_EMISSIVE=1,1,1,1
LAYOUT=ONE_ON_TOP

;================================================

;                BRAKE DISC FX

;================================================

;[BRAKEDISC_FX]
;DEBUG = 0
;ACTIVE = 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 = 20  ; 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
;
;; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
;ALPHA_MASK = 0.1, 0.3  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition
;
;; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
;LUMINOCITY_MASK = 0.01, 0.03  ; everything darker than 0.01 is a deepening
;NORMAL_MASK = 0.5, 0.1        ; everything looking away more than 50% is a deepening
;
;; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
;DISC_RADIUS = 055.211           ; radius of a brake disc
;DISC_INTERNAL_RADIUS = 0.1100  ; radius of an inside part of a brake disc


;================================================

;                REFRACTING LIGHTS

;================================================

[REFRACTING_HEADLIGHT_0]
SURFACE = homologation066.001
INSIDE = homologation066.002
RELATIVE_TO = HOMOLOGATION_WHEEL
ABSORPTION = 0.02
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 = 3
DIFFUSE_MAP_MULT = 1
DIRECTION = -1,0,0
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 1
GLASS_COLOR = 0,1,0.30610776
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.001
INNER_SPECULAR = 1
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0,0,0
MIRROR_POS = 0,0,0
NM_SHARE_EXT = 0
NM_SHARE_INT = 0
ORIGIN = 0.219,-0.032,-0.57
RADIUS = 0.039009016
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 0.2
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 1
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_1]
SURFACE = homologation066.009
INSIDE = homologation066.004
RELATIVE_TO = HOMOLOGATION_WHEEL
ABSORPTION = 0.02
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 = 3
DIFFUSE_MAP_MULT = 1
DIRECTION = 1,0,0
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 1
GLASS_COLOR = 1,0,0
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.001
INNER_SPECULAR = 1
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0,0,0
MIRROR_POS = 0,0,0
NM_SHARE_EXT = 0
NM_SHARE_INT = 0
ORIGIN = -0.219,-0.032,-0.57
RADIUS = 0.039009016
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 0.2
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 1
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_2]
SURFACE = homologation066.010
INSIDE = homologation066.006
RELATIVE_TO = HOMOLOGATION
ABSORPTION = 0.02
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 = 3
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.05424793,-0.9983658,-0.017972872
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 1
GLASS_COLOR = 0.0001,0.0001,0.0001
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.001
INNER_SPECULAR = 1
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0,0,0
MIRROR_POS = 0,0,0
NM_SHARE_EXT = 0
NM_SHARE_INT = 0
ORIGIN = -0.0010375977,0.8861027,0.9091077
RADIUS = 0.0561
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 0.2
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 1
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_3]
SURFACE = homologation066.011
INSIDE = homologation066.006
RELATIVE_TO = HOMOLOGATION
ABSORPTION = 0.02
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 = 3
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.05424793,-0.9983658,-0.017972872
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 1
GLASS_COLOR = 0.0001,0.0001,0.0001
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.001
INNER_SPECULAR = 1
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0,0,0
MIRROR_POS = 0,0,0
NM_SHARE_EXT = 0
NM_SHARE_INT = 0
ORIGIN = -0.0010375977,0.983,0.688
RADIUS = 0.0561
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 0.2
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 1
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_5]
SURFACE = homologation066.008
INSIDE = homologation066.005,chassis066.012,homologation066.012
RELATIVE_TO = HOMOLOGATION
ABSORPTION = 0.02
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 = 3
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.054247923,-0.9983657,-0.01797287
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 1
GLASS_COLOR = 0.0001,0.0001,0.0001
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.001
INNER_SPECULAR = 1
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0,0,0
MIRROR_POS = 0,0,0
NM_SHARE_EXT = 0
NM_SHARE_INT = 0
ORIGIN = -0.132,0.874,0.912
RADIUS = 0.0466
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 0.2
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 1
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_6]
SURFACE = homologation066.013
INSIDE = homologation066.005,chassis066.012,homologation066.012
RELATIVE_TO = HOMOLOGATION
ABSORPTION = 0.02
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 = 3
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.05424793,-0.9983658,-0.017972872
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 1
GLASS_COLOR = 0.0001,0.0001,0.0001
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.001
INNER_SPECULAR = 1
INNER_SPECULAR_EXP = 800
IOR = 1
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0,0,0
MIRROR_POS = 0,0,0
NM_SHARE_EXT = 0
NM_SHARE_INT = 0
ORIGIN = 0.132,0.874,0.912
RADIUS = 0.0466
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 0.2
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0





[REFRACTING_HEADLIGHT_7]
SURFACE = mirror066.007
INSIDE = mirror066.010,mirror066.008
RELATIVE_TO = MIRRORS
ABSORPTION = 0.02
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 = 3
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,1,0
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 1
GLASS_COLOR = 0.0001,0.0001,0.0001
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.001
INNER_SPECULAR = 1
INNER_SPECULAR_EXP = 800
IOR = 1
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0,0,0
MIRROR_POS = 0,0,0
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = -0.351,-0.612,1.082
RADIUS = 0.1166002
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 0.2
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 1
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_8]
SURFACE = mirror066.002
INSIDE = mirror066.009,mirror066.008
RELATIVE_TO = MIRRORS
ABSORPTION = 0.02
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 = 3
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,1,0
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 1
GLASS_COLOR = 0.0001,0.0001,0.0001
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.001
INNER_SPECULAR = 1
INNER_SPECULAR_EXP = 800
IOR = 1
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0,0,0
MIRROR_POS = 0,0,0
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = 0.351,-0.612,1.082
RADIUS = 0.1166002
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 0.2
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 1
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0




;================================================

;                DIGITAL ITEMS

;================================================

;[DI_LAP_TIME_...]
;DIGITAL_ITEM = 3
;INPUT = LAP_TIME
;DIGITAL_ITEM_NUMBER_FORMAT = LAP_TIME, 00:00:000
;;INPUT_DEBUG = 0
;
[DI_LAP_TIME_BEST_...]
DIGITAL_ITEM = 5
INPUT = LAP_TIME_BEST
DIGITAL_ITEM_NUMBER_FORMAT = LAP_TIME, --:--
;INPUT_DEBUG = 0

[DI_G_FORCE_...]
DIGITAL_ITEM = 6
INPUT = G_FORCE
INPUT_SELECTOR = 0
INPUT_LUT = (-6=90 | -3=60 | 0=0 | 3=60 | 6=90)
DIGITAL_ITEM_NUMBER_FORMAT = 02.0
;INPUT_DEBUG = 0.6

;[ODOMETER_MAIN]
;DIGITAL_ITEM=10
;DIGITAL_ITEM_NUMBER_FORMAT=7.0
;UPPER_BOUND=9999999

[DI_FUEL_ESTIMATE_DISTANCE_TOTAL_...]
DIGITAL_ITEM = 10
INPUT_MULT = 0.001
DIGITAL_ITEM_NUMBER_FORMAT = 4.0

;[ITEM_5]
;INPUT = G_FORCE
;INPUT_SELECTOR = 0
;INPUT_LUT = (| 0=0 | 800=0 | 1000=34 | 1450=48 | 4200=140 | 6000=140 | 8000=90 |)


[DI_GEAR_0]
DIGITAL_ITEM=1
DIGITAL_ITEM_NUMBER_FORMAT = GEAR, R,

[DI_GEAR_N_...]
DIGITAL_ITEM=2
DIGITAL_ITEM_NUMBER_FORMAT=GEAR_AUTO, , N, ,
;DIGITAL_ITEM_NUMBER_FORMAT = GEAR, R, N, 1, 2, 3, 4, 5, 6, 7
INPUT_LUT = (|0=2| 1=0 |)

;================================================

;                SCRIPTS

;================================================

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = XsMax-screen  ; display mesh
Resolution = 680, 320    ; texture resolution
Size = 680, 320           ; size of the screen area
Offset = 0, 0              ; left top corner of screen area
Scale = 1                 ; might need adjusting to get the scale right

[SCRIPTABLE_DISPLAY_...]
MESHES = chassis066.018
SCRIPT = rvz_bmw_m_1000_rr_2023.lua


;================================================

;                TYRES

;================================================

[TYRES_FX]
DAMAGE_FLAT_SPOT_DEBUG=0      ; set it to 1 to get damaged tyres from the start
DAMAGE_GRAIN_DEBUG=0         ; set it to 1 to get damaged tyres from the start

DAMAGE_FLAT_SPOT_GAIN=6.0    ; 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=10.0        ; multiplier for increasing grain
DAMAGE_WIDTH_K=1.75	      ; decrease to make damage more narrow and vise versa
DAMAGE_OFFSET_K=-0.01         ; horizontal offset for visible damage; increase to move it closer to the car

DAMAGE_SPEC_MULT=1.0          ; by how much ksSpecular should be multiplied for fully damaged areas
DAMAGE_SPEC_EXP_MULT=1.0      ; by how much ksSpecularEXP should be multiplied for fully damaged areas
DAMAGE_REFL_MULT=0.3          ; by how much fresnelMaxLevel should be multiplied for fully damaged areas
DAMAGE_OCCLUSION_MULT=0.2     ; how much of occlusion to substract from fully damaged areas
DAMAGE_NORMALS_MULT=0.4       ; normals multiplier for fully damaged areas

DIRT_GRASS_DEBUG=0
DIRT_DIRT_DEBUG=0
DIRT_ACCUMULATION=1000
DIRT_FADE=100
DIRT_WIDTH_K=0.85

FLEX_SKEW_SMOOTHING=0.1       ; how fast should tyre mesh react to change in force
FLEX_MAX_SKEW_MULT=0.5        ; multiplier for maximum flex distance
FLEX_PROFILE_MULT=0.5         ; multiplier for profile size for deforming tyre
FLEX_SKEW_RANGE_MULT=2.0      ; how much of a tyre (measuring height from the ground) should be skewed, maximum value is 3
FLEX_MULT=0.8                 ; how far a tyre should be skewed

[TYRES_FX_REAR]
DAMAGE_WIDTH_K=1.3           ; 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


[TYRES_FX_CUSTOMTEXTURE_DSTT_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre131_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre131_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre131_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre131_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_DSTT_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre131_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre131_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre131_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre131_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_MSM9RR_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre011_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre011_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre011_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre011_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_MSM9RR_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre011_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre011_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre011_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre011_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_PDRIV_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre001_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre001_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre001_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre001_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_PDRIV_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre001_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre001_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre001_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre001_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_BBHS22_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre081_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre081_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre081_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre081_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_BBHS22_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre081_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre081_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre081_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre081_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_MPGP_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre091_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre091_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre091_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre091_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_MPGP_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre091_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre091_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre091_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre091_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_DKR_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre141_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre141_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre141_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre141_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_DKR_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre141_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre141_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre141_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre141_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_MRRRS_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre042_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre042_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre042_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre042_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_MRRRS_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre042_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre042_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre042_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre042_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_BRBV02_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre082_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre082_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre082_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre082_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_BRBV02_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre082_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre082_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre082_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre082_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_MPS2_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre101_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre101_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre101_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre101_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_MPS2_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre101_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre101_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre101_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre101_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_PDSR_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre031_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre031_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre031_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre031_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_PDSR_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre031_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre031_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre031_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre031_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_PDSSC1_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre032_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre032_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre032_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre032_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_PDSSC1_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre032_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre032_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre032_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre032_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_PDSSC2_0]
MATERIAL = mat_fronttyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::fronttyre033_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::fronttyre032_n.png
TXBLUR =  motorcycle_tyre_textures.zip::fronttyre033_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::fronttyre032_blur_n.png

[TYRES_FX_CUSTOMTEXTURE_PDSSC2_1]
MATERIAL = mat_backtyre
TXDIFFUSE =  motorcycle_tyre_textures.zip::backtyre033_d.png
TXNORMAL =  motorcycle_tyre_textures.zip::backtyre032_n.png
TXBLUR =  motorcycle_tyre_textures.zip::backtyre033_blur_d.png
TXNORMALBLUR =  motorcycle_tyre_textures.zip::backtyre032_blur_n.png