[MODEL_REPLACEMENT_...]
ACTIVE = 1        
FILE = sub_legacy_b4gt.kn5  
SKINS = Black JP, Blue JP, Green JP, Grey JP, Red JP, Silver JP, White JP, Yellow JP 
HIDE = plate_eu
INSERT = plate_jp.kn5       
INSERT_AFTER = BODY
INSERT_IN = BODY    
MULTIPLE = 0  
MERGE = 0     
SCALE = 1, 1, 1    
ROTATION = 0, 0, 0  
OFFSET = 0, 0, 0   

[MODEL_REPLACEMENT_...]
ACTIVE = 1        
FILE = sub_legacy_b4gt_lod_b.kn5
SKINS = Black JP, Blue JP, Green JP, Grey JP, Red JP, Silver JP, White JP, Yellow JP 
HIDE = plate_eu
INSERT = plate_jp.kn5       
INSERT_AFTER = BODY
INSERT_IN = BODY    
MULTIPLE = 0  
MERGE = 0     
SCALE = 1, 1, 1    
ROTATION = 0, 0, 0  
OFFSET = 0, 0, 0   

[MODEL_REPLACEMENT_...]
ACTIVE = 1        
FILE = sub_legacy_b4gt.kn5  
SKINS = Black US, Blue US, Green US, Grey US, Red US, Silver US, White US, Yellow US
HIDE = plate_eu
INSERT = plate_us.kn5       
INSERT_AFTER = BODY
INSERT_IN = BODY    
MULTIPLE = 0  
MERGE = 0     
SCALE = 1, 1, 1    
ROTATION = 0, 0, 0  
OFFSET = 0, 0, 0

[MODEL_REPLACEMENT_...]
ACTIVE = 1        
FILE = sub_legacy_b4gt_lod_b.kn5
SKINS = Black US, Blue US, Green US, Grey US, Red US, Silver US, White US, Yellow US
HIDE = plate_eu
INSERT = plate_us.kn5       
INSERT_AFTER = BODY
INSERT_IN = BODY    
MULTIPLE = 0  
MERGE = 0     
SCALE = 1, 1, 1    
ROTATION = 0, 0, 0  
OFFSET = 0, 0, 0    


;;;;;;;;;;;;;;Lights and stuff;;;;;;;;;;;;;;;;;;;


[EMISSIVE_REVERSE_0]
NAME=reverselight_0
COLOR=20,20,20, 30
LAG=0.6
SIMULATE_HEATING=0

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=blinker_lf
COLOR=40, 10, 0, 10
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=blinker_lr
COLOR=40, 10, 0, 5
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=blinker_rf
COLOR=40, 10, 0, 10
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=blinker_rr
COLOR=40, 10, 0, 5
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=REAR

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
OFFSET=0.0, 0.0, -0.02
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.3
SPOT=280
SPOT_SHARPNESS=0.3
COLOR=1.1,1.1,1,4
FALLBACK_EMISSIVE=2,2,2,2
LAG=0.98
BOUND_TO = headlights

[EMISSIVE_HIGHBEAM_...]
NAME=highbeam_0
BOUND_TO= LOW_BEAM
COLOR=10,10,14, 20
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
LOCATION=FRONT


;;;;;;;;;;;;;;       PBR and other Materials        ;;;;;;;;;;;;;;;;;;;


[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = "carpaint",
DisableDev = 1
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
FresnelMax = 1.5
FresnelC = 0.1
BrightnessAdjustment = 0.6 ; compensates for ambient specular
ColoredSpecular = 0.5
AmbientSpecular = 0.3
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.05
LocalReflectionsForce = 1

[Material_InteriorPBRDetail]
Materials = rim
ColorSource=DIFFUSE
Reflectance=0.05
Smoothness=1
Metalness=0.05
CubemapReflectionBlur=1
Brightness=0.8
OcclusionMult=0.8
DetailScale=20
ApplyTilingFix=0