-----------------------------MATARYAL------------------------------------


[INCLUDE: common/materials_interior.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/custom_emissive.ini]

[DATA] 
DISABLE_LIGHTSINI = 1

[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1


[EXTRA_FX]
MASK_GBUFFER= material:farcam, material:feuxzjaj, material:normalrearglass, material:evl_cam_i_bildin
SKIP_GBUFFER= material:farcam, material:normalrearglass, material:evl_cam_i_bildin

evl_cam_i_bildin
[REFLECTIONS_FX]
SKIP_GBUFFER = material:farcam, material:stopred, material:normalrearglass, material:evl_cam_i_bildin
ALLOW_INTERIOR_SSAO=1
ALLOW_INTERIOR_SSGI=1
AUTOFIX=1
MASK_CUBEMAP_ENABLED=1
MASK_CUBEMAP_OFFSET=0, -0.1, 0.2
MASK_CUBEMAP_TWEAK=0.0

[Material_PhotoelasticGlass]
Materials = farcam, normalrearglass,evl_cam_i_bildin
FilmIOR=1.6
ThicknessMult = 1.5

[Material_Glass]
Materials = glass
ThicknessMult = 3.19
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 0.4
MaskPass = 0                   ; mask pass opacity
MaskPassColor = 0.25, 0, 0.15      ; mask pass color adjustment

[Material_Glass]
Materials = feuxzjaj
FilmIOR = 1.55
ExtraLightsAdjustment = 0.1
Refraction = 1
Desaturate = 1.5
ThicknessMult = 2.0
EXTRA_MASK_PASS = 100
EXTRA_MASK_PASS_OPACITY = 6

[Material_Glass]
Meshes=cataf
ThicknessMult = 1.5
EXTRA_MASK_PASS = 5
EXTRA_MASK_PASS_OPACITY = 5.4
MaskPass = 2550                  ; mask pass opacity
MaskPassColor = 255, 0, 0     ; mask pass color adjustment



[Material_Metal_v2]
Materials= basbas
BrightnessAdjustment = 1
HasDetailNormals = 1
DetailScale=1200
Smoothness = 1
Reflectance = 0.3
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 0.5


[]

IOR = 0                      ; looks better like this
FilmIOR = 1.5              ; redefine IOR for external film layer to increase reflections
ThicknessMult = 0.7        ; thicker glass passes less light through
ProfileFix = 0.5            ; adds thickness to glass for glazing angles
MaskPass = 5                    ; mask pass opacity
MaskPassColor = 100, 0, 0      ; mask pass color adjustment
ProfileFix = 0.05              ; a bit thicker edge
Refraction = 0.1                ; set to non-zero value to use cheap refraction, increase value to increase light bending effect
RefractionBias = 0.3       ; increase to force use of refraction buffer everywhere and make refraction blurred, for matte glass or glass sides
RefractionRainbow = 2        ; possibly expensive, adds some sort of chromatic distortion effect to refraction
ExtraLightsAdjustment = 0.015
FresnelC = 0.07
FresnelMax = 1

[Material_Glass]
Materials =farcam, stopred
ThicknessMult = 1.0
+MASK_PASS = 3
EXTRA_MASK_PASS_OPACITY = 0.4
MaskPass = 0                   ; mask pass opacity
MaskPassColor = 0.25, 0, 0.15      ; mask pass color adjustment

[Material_Glass]
Materials =evl_cam_i_bildin
ThicknessMult = 1.0
+MASK_PASS = 3
EXTRA_MASK_PASS_OPACITY = 0.4
MaskPass = 0                   ; mask pass opacity
MaskPassColor = 0.25, 0, 0.15      ; mask pass color adjustment

[Material_Metal_v2]
Materials= farao
OcclusionMap = 2.9
DetailScale=0
BrightnessAdjustment = 0.3
Metalness = 0.7
Reflectance = 0.8
LocalReflectionsSharpness = 0.0

[Material_Metal_v2]
Materials= krom2, extkrom
OcclusionMap = 0.9
DetailScale=5555555
BrightnessAdjustment = 0.2
Metalness = 0.85
Reflectance = 0.9
LocalReflectionsSharpness = 1.5

[Material_InteriorPBRDetail]
Materials = red
Smoothness = 1.5
Metalness = 0.05
Reflectance = 0
BrightnessAdjustment = 1.5
CubemapReflectionBlur = 1
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=0.1

[Material_Aluminium_v2]
Materials = fuckyou3dsmax
Smoothness = 1
Metalness = 0.7
Reflectance = 0.2
BrightnessAdjustment = 0.2
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=0

[SHADER_REPLACEMENT_...]
MATERIALS= ext_plast,parlaksiyah,seksiyah,int_plast
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.02
PROP_... = ksSpecular, 0.005

[Material_Glass]
Materials = stopred
FilmIOR = 0.5
ExtraLightsAdjustment = 0.1
Refraction = 1
Desaturate = 1.6
ThicknessMult = 0.6
EXTRA_MASK_PASS = 6
EXTRA_MASK_PASS_OPACITY = 6


[SHADER_REPLACEMENT_...]
MESHES= bmw_m5_09_lod0_body_body__004_001, bmw_m5_09_lod0_body_body__002_001, bmw_m5_09_lod0_body_body__001_001, ledf053, sunroffkose, sunroff
CULL_MODE=DOUBLESIDED

[Material_Carbon]
Meshes = carbint
DetailScale = 500
Brightness = 0.4
ClearCoatF0 = 0.1
CubemapReflectionBlur = 0.0

[SHADER_REPLACEMENT_...]
MATERIALS =EXT_Akrapovic_Logo, hoparlor, Dash_Lights_Emissive_Alpha
IS_TRANSPARENT = 0
BLEND_MODE = ALPHA_TEST

[Material_Aluminium_v2]
Materials = hoparlorortabeyaz
Smoothness = 0.8
Metalness = 0.8
Reflectance = -3
CubemapReflectionBlur = 1
HasDetailNormals=0
PROP_5=ksAmbient, 0.0
PROP_6=ksDiffuse, 0.5
PROP_22=pbReflectionBlurEnv, 0
PROP_21=fresnelC, 0
PROP_21=fresnelMaxLevel,0

############# NAVIGATION ##############


[INCLUDE: common/navigators.ini]
[Navigator_StyleModernDark]
Meshes =  ; here, use the name of that mesh
Brightness = 1 ; adjust brightness later so it wouldnÃ¢â‚¬â„¢t shine too much
@ = Navigator_Size, Resolution = "512,667", Offset = "0, 0", Size = "512,667", Scale = 0.5 ; replace resolution with texture resolution, offset with start of display on texture, in pixels, size with size of display on texture, in pixels, adjust scale later so it would look of proper size

[Navigator_StyleModernDark]
Meshes = ecran  ; here, use the name of that mesh
Brightness = 1 ; adjust brightness later so it wouldnÃ¢â‚¬â„¢t shine too much
@ = Navigator_Size, Resolution = "871,830", Offset = "30, 0", Size = "830,811", Scale = 0.8149 ; replace resolution with texture resolution, offset with start of display on texture, in pixels, size with size of display on texture, in pixels, adjust scale later so it would look of proper size

1109,1758

[SHADER_REPLACEMENT_3]
MESHES= kierownica_mpakiet_SUB1
PROP_... = detailUVMultiplier, 200
PROP_... = fresnelC, 0.05
PROP_... = fresnelMaxLevel, 0.012
PROP_... = ksAmbient, 2.1
PROP_... = ksSpecularEXP, 5

[Material_InteriorPBRDetail]
Materials = reflector_cp, emblem
Smoothness = 1
Metalness = 0
Reflectance = 0.1
BrightnessAdjustment = 0.2
CubemapReflectionBlur = 0.1
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1

[Material_Metal_v2]
Meshes=plaka_fholder,plakastand,
BrightnessAdjustment = 0.005
HasDetailNormals = 1
DetailScale=1200
Smoothness = 1
Reflectance = 0.3
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 0.5


[Material_Metal_v2]
Materials= arkadifao, matte_colors
BrightnessAdjustment = 0.01
HasDetailNormals = 1
Smoothness = 0.8
Reflectance = 0.3
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 0.5


[Material_Velvet_v2]
Meshes= bmw_m5_09_cockpit_interior_mottled_
BrightnessAdjustment=0.2
OcclusionMult = 0.5
ColorSource =1
DetailScale=30
PROP_5=detailNormalBlend,1.5

[Material_Velvet_v2]
Meshes= bmw_m5_09_cockpit_interior_headliner_002_001_001
BrightnessAdjustment=0.5
OcclusionMult = 1.4
ColorSource =1

[Material_Plastic]
Materials=Plastik3, Plastk
BrightnessAdjustment=0.5
OcclusionMult = 0.3
ColorSource =1

[Material_Plastic]
Meshes = cielplasts
BrightnessAdjustment=0.3
OcclusionMult = 0.7
ColorSource =1
DetailScale=70
PROP_5=detailNormalBlend,1.5

[SHADER_REPLACEMENT_21]
MATERIALS= tavanao, pandizot
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 0.06

[SHADER_REPLACEMENT_26] 
MATERIALS = SiyahDeri
PROP_... = ksAmbient, 1
PROP_... = ksDiffuse, 0.1
PROP_... = fresnelC, 0.15

[Material_Velvet_v2] ALCANTARA
Materials = paspas, carpetao
ColorSource=DIFFUSE
DetailScale = 50
Brightness= 0.4
ApplyTilingFix=1
OcclusionMult=0.5
DetailNormalBlend = 5.2

[Material_Velvet_v2] ALCANTARA
Meshes= tapis
ColorSource=DIFFUSE
DetailScale = 20
Brightness= 1
ApplyTilingFix=1
OcclusionMult=0.5
DetailNormalBlend = 5.2

[Material_Velvet_v2] ALCANTARA
Meshes = steergrip1, steergrip2
ColorSource=DIFFUSE
DetailScale = 60
Brightness= 0.5
ApplyTilingFix=1
OcclusionMult=0.5
DetailNormalBlend = 5.2

[Material_Velvet_v2] ALCANTARA
Materials = koltukorta
ColorSource=DIFFUSE
DetailScale = 50
Brightness= 0.8
ApplyTilingFix=1
OcclusionMult=1
DetailNormalBlend = 5.2

[Material_Velvet_v2] ALCANTARA
Materials = koltukyan
ColorSource=DIFFUSE
DetailScale = 50
Brightness= 0.8
ApplyTilingFix=1
OcclusionMult=1
DetailNormalBlend = 5.2

[Material_Velvet_v2] ALCANTARA
Meshes = tavann, tavandoseme
ColorSource=DIFFUSE
DetailScale = 50
Brightness= 0.2
ApplyTilingFix=1
OcclusionMult=0.8
DetailNormalBlend = 5.2

[SHADER_REPLACEMENT_...]
MATERIALS = stopred
PROP_... = fresnelMaxLevel, 0.01
PROP_... = ksAmbient, 0.0.2
PROP_... = ksDiffuse, 0.03
PROP_... = ksSpecular, 0.1
PROP_... = ksSpecularEXP,  500
PROP_... = fresnelC, 1

[SHADER_REPLACEMENT_...]
MATERIALS = red
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 0.1

[SHADER_REPLACEMENT_...]
MATERIALS = farparkcam
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 0.1

[SHADER_REPLACEMENT_...]
MATERIALS = farkromao
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 0.1

[Material_Metal_v2] 
Materials=pandizot_krom
OcclusionMap = 0.9
DetailScale=5
BrightnessAdjustment = 0.1
Metalness = 0.85
Reflectance = 0.9
LocalReflectionsSharpness = 1.5

;===SCRIPTS===
[SCRIPT_...]
SCRIPT = "sound.lua"

[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 | 7000=7000 |)

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1    ; for turbo sound, “throttle” input, same as in engine event
ENGINE_EXT_BOOST = 1  ; for exterior engine sound, “boost” input, same as in turbo event
ENGINE_INT_BOOST = 1  ; for interior engine

[AUDIO_VOLUME]
ENGINE_EXT = 3.0
ENGINE_INT = 1.7
GEAR_EXT = 3.0
GEAR_INT = 4.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 10.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 10.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 10.0
LIMITER = 10.0
TURBO = 1.0

[AUDIO_PITCH]
ENGINE_EXT = 1
ENGINE_INT = 1
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 5.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 5
TURBO = 1
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = 1
SKID_INT = 1

[ANIMATION_...]
FILE=menuoffroad.ksanim
TIME= 0
BIND_TO_TCao=1
INPUT_THRESHOLD_INVERSE = 0

[ANIMATION_...]
FILE=toit.ksanim
TIME= 2.9
BIND_TO_EXTRA_B=1
INPUT_THRESHOLD_INVERSE = 1

[ANIMATION_...]
FILE=retror.ksanim
TIME= 2.3
BIND_TO_GEAR_N=1
INPUT_THRESHOLD_INVERSE = 1

[ANIMATION_...]
FILE=retrol.ksanim
TIME= 2.3
BIND_TO_GEAR_N=1
INPUT_THRESHOLD_INVERSE = 1

[ANIMATION_...]
FILE=tcs.ksanim
TIME= 0.5
INPUT=TRACTIONCONTROL
INPUT_THRESHOLD=0
LOOP_WHILE_ACTIVE=0

[ANIMATION_...]
FILE=bass_anim2.ksanim
TIME= 0.07
INPUT=RPM
INPUT_THRESHOLD=0
LOOP_WHILE_ACTIVE=1

[WOBBLY_BIT_0]
NAME = aroma002
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.55
DAMPENING_LAG = 0.93
G_GAIN = 5
GRAVITY_GAIN = 3
OFFSET_GAIN = 100
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1

[SHAKING_EXHAUST_...]
MESHES = chgmapak
POINT_0 = 0.1, 0.1, 0.2
POINT_0_RADIUS = -300
POINT_0_EXP = 100

[EMISSIVE_REVERSE_...]
NAME= reverse ; name (one or more) of a mesh to glow
COLOR = 80, 80, 80,0.2          ; glowing color if condition is met
LAG = 0.4                 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.5     ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_TRACTIONCONTROL_...]
NAME=tcoff, escoff
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR= 5, 1, 0,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_...]
NAME=tcoff.001
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR= 5, 1, 0,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
NAME=Abblendlicht
TOGGLE_VISIBILITY = 1
COLOR=5, 1, 0
LAG=0.2

[EMISSIVE_LOWBEAM_1]
NAME=FogLightFrontSymbol
TOGGLE_VISIBILITY = 1
COLOR=0.1,5,0.1, 1.0
LAG=0.2
SIMULATE_HEATING=0

[EMISSIVE_ABS_0]
NAME=FogLightBackSymbol
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.0

////////////////////////////////////// BODY KIT //////////////////////////////////////

[EMISSIVE_EXTRA_E_...] KIT OFF
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
NAME =bumper_r_003_001,reytro,reytror,
COLOR=0,0,1,0.1         
OFF_COLOR = 0,0,0        
LAG = 0.1                  
SIMULATE_HEATING = 0     
LOCATION =FRONT            
ACT_AS_HEADLIGHTS = 0       
TOGGLE_VISIBILITY=1	
TOGGLE_VISIBILITY_INVERSE=1


[EMISSIVE_EXTRA_E_...] KIT ON
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
NAME =bequetramyy_63,diffuzorbodi,diffuzorsiyah,geo_exhaust_sub0_leftside_002_001,exhaustLa_frame_002_001,geo_exhaust_sub1_leftside_002_001,geo_exhaust_sub2_leftside_002_001,geo_exhaust_sub3_leftside_002_001,geo_exhaust_sub0_leftside_001_001,geo_exhaust_sub1_leftside_001_001,geo_exhaust_sub2_leftside_001_001,exhaustLa_frame_001_001,geo_exhaust_sub3_leftside_001_001,kiton,batman,kitplastik,bodyshell_005_001,yarasa_black,sol_yan_marspiel,sag_yan_marspiel
COLOR=0,0,1,0.1         
OFF_COLOR = 0,0,0        
LAG = 0.1                  
SIMULATE_HEATING = 0     
LOCATION =FRONT            
ACT_AS_HEADLIGHTS = 0       
TOGGLE_VISIBILITY=1	
TOGGLE_VISIBILITY_INVERSE=0

[EMISSIVE_EXTRA_C_...] LEON KIT
BIND_TO_EXTRA_C=1
BIND_TO_HEADLIGHTS=0
NAME = kitmaxtobramy, vatmanl, vatman
COLOR=0.1,0.1,0.1,0.12 
OFF_COLOR = 0,0,0        
LAG = 0.1                  
SIMULATE_HEATING = 0     
LOCATION =FRONT            
ACT_AS_HEADLIGHTS = 0       
TOGGLE_VISIBILITY=1	
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_C_...] LEON KIT 2
BIND_TO_EXTRA_C=1
BIND_TO_HEADLIGHTS=0
NAME = 
COLOR=0.1,0.1,0.1,0.12 
OFF_COLOR = 0,0,0        
LAG = 0.1                  
SIMULATE_HEATING = 0     
LOCATION =FRONT            
ACT_AS_HEADLIGHTS = 0       
TOGGLE_VISIBILITY=1	
TOGGLE_VISIBILITY_INVERSE=0

[EMISSIVE_EXTRA_D_...] LEON airbag
BIND_TO_EXTRA_D=1
BIND_TO_HEADLIGHTS=0
NAME = airbagsteer
COLOR=0.1,0.1,0.1,0.12 
OFF_COLOR = 0,0,0        
LAG = 0.1                  
SIMULATE_HEATING = 0     
LOCATION =FRONT            
ACT_AS_HEADLIGHTS = 0       
TOGGLE_VISIBILITY=1	
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_D_...] LEON airbag 2
BIND_TO_EXTRA_D=1
BIND_TO_HEADLIGHTS=0
NAME = alcantarabag, logocupra, curciture
COLOR=0.1,0.1,0.1,0.12 
OFF_COLOR = 0,0,0        
LAG = 0.1                  
SIMULATE_HEATING = 0     
LOCATION =FRONT            
ACT_AS_HEADLIGHTS = 0       
TOGGLE_VISIBILITY=1	
TOGGLE_VISIBILITY_INVERSE=0

[EMISSIVE_EXTRA_E_...] TAVAN
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
NAME =tavanseks,plastiklf,plastiklr,plastikrf,plastikrr
COLOR=0,0,1,0.1         
OFF_COLOR = 0,0,0        
LAG = 0.1                  
SIMULATE_HEATING = 0     
LOCATION =FRONT            
ACT_AS_HEADLIGHTS = 0       
TOGGLE_VISIBILITY=1	
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_E_...] TAVANPİANO
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
NAME =tavanseks001,kromkapilf,kromkapilr,kromkapirf,kromkapirr
COLOR=0,0,1,0.1         
OFF_COLOR = 0,0,0        
LAG = 0.1                  
SIMULATE_HEATING = 0     
LOCATION =FRONT            
ACT_AS_HEADLIGHTS = 0       
TOGGLE_VISIBILITY=1	
TOGGLE_VISIBILITY_INVERSE=

----------- Koku Sallanma ----------------

ÇALANIN ANNESİNİ FONDİPLEYİM

[WOBBLY_BIT_0]
NAME = aroma002
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.55
DAMPENING_LAG = 0.63
G_GAIN = 5
GRAVITY_GAIN = 3
OFFSET_GAIN = 200
STIFF_AXIS = 10,10,1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1

[WOBBLY_BIT_1]
NAME = aroma004
CONNECTED_TO = 0, 0, 0
MAX_RANGE = -1.55
DAMPENING_LAG = -0.63
G_GAIN = -5
GRAVITY_GAIN = -3
OFFSET_GAIN = -200
STIFF_AXIS = -10,10,1
STIFF_AXIS_STIFFNESS = -0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1


[REFRACTING_HEADLIGHT_1]  
SURFACE =glassref
INSIDE =ledin
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 = 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 = 0.005
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
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 = 0.00016963482,0.61392367,1.6769952
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.61897266,0.61405224,1.5219549
RADIUS = 0.16504027
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_2]  
SURFACE =refr
INSIDE =clirr
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 = 0.5,0.5,0.061,0.059
CUSTOM_BULB_1 = 0.5,0.5,0.101,0.027
CUSTOM_BULB_2 = 0.5,0.5,0.061,0.074
CUSTOM_BULB_3 = 0.5,0.5,0.095,0.213
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 = 1.5
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 = -0.6449816,0.76550925,-2.0014563
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = -0.6172985,0.76550925,-2.0461848
RADIUS = 0.029458802
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_3]  
SURFACE =refl
INSIDE =clilr
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 = 0.5,0.5,0.081,0.093
CUSTOM_BULB_1 = 0.5,0.5,0.182,0.1
CUSTOM_BULB_2 = 0.5,0.5,0.108,0.093
CUSTOM_BULB_3 = 0.5,0.5,0.142,0
DIFFUSE_MAP_FILTER_MULT = 1
DIFFUSE_MAP_MULT = 1
DIRECTION = 0.00047332048,0.00561391,0.9999973
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 = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.0000043,4.284084e-08,-1.1324883e-06
MIRROR_POS = 0.6321697,0.7652111,-2.0052338
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.49443245,0.7658062,-2.008438
RADIUS = 0.03464151
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_4]  
SURFACE =refmrch
INSIDE =mrchr
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 = 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 = 0.005
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
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 = 0.00011405349,0.7666395,-2.0699027
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.55517375,0.7666395,-2.0803776
RADIUS = 0.06398008
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






[ANIMATED_WIPER_...]
MESHES = wiperrear_a
UNDERLYING_SURFACE = 
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = wiperrear_a
MOVE_TO = modelRoot:y

[WIPERS_TRACE_...]
SURFACE =parbrisearriere
WIPERS=wiperrear_a

[BASIC]
DISABLE_WIPER_KSANIM = 1
[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = wiperrear_a
USE_MESH_FOR_TRACES = 1
GROUP_0 = 'wiperrear_a@A=3-6,8'
GROUP_0_ANGLE_FROM = 1
GROUP_0_ANGLE_TO = -146.5
GROUP_0_ARM = 'wiperrear_a@A=2'
GROUP_0_ARM_END_WIPER_POS = 0.35999998
GROUP_0_AXIS = -1.901031e-05, 0.77838224, -0.6277907
GROUP_0_AXIS_OFFSET_0 = -0.19689834, 0.8815767, 0.42901444
GROUP_0_AXIS_OFFSET_1 = -0.19689834, 0.8815767, 0.42901444
GROUP_0_BENDING_FROM = 0.094000004
GROUP_0_BENDING_TO = 0.144
GROUP_0_END = -0.34838638, 0.9656551, -2.0101488
GROUP_0_PIVOT = 0.0095178, 0.94437987, -2.0592635
GROUP_0_RUBBER_FROM = 0.0095178, 0.94437987, -2.0592635
GROUP_0_RUBBER_OFFSET_AMOUNT = 0
GROUP_0_RUBBER_TO = -0.34838638, 0.9656551, -2.0101488
GROUP_0_TWIST_ANGLE_FROM = 0.2
GROUP_0_BASE = 'wiperrear_a@A=1'
GROUP_0_BASE_AXIS = -1.901031e-05, 0.77838224, -0.6277907
GROUP_0_BASE_PIVOT = 0.00957489, 0.9694433, -2.0593872
GROUP_0_TURNING = 'wiperrear_a@A=7'
GROUP_0_TURNING_PARENT = BASE
GROUP_0_TURNING_PIVOT = 0.0095178, 0.94437987, -2.0592635

[ANIMATED_WIPER_...]
MESHES = wuperl, wuperr
UNDERLYING_SURFACE = parbrise
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = wuperl, wuperr
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1






/////////////////////////////////////////////////////////////////////////

[EMISSIVE_LIGHT_...]
NAME= misc_e.001
COLOR=100,100,100,0.01
LAG=0.6

[EMISSIVE_LIGHT_...]
NAME= dials.003
COLOR=1,100,1,0.01
LAG=0.6


[EMISSIVE_BRAKE_...]
NAME=brakelight_m.001,brakelight_m_001_001
COLOR=255,0,0,10
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_REVERSE_...]
NAME=refmrch
COLOR=100,100,100,0.4
LAG=0.3
SIMULATE_HEATING=3

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=indicator_lref
COLOR=10,1,0,25
LAG=0.0
SIMULATE_HEATING=0.3
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=ramyturnl
COLOR=10,1,0,25
LAG=0.0
SIMULATE_HEATING=0.3
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=TurnLeftDecal
COLOR=1,10,1, 1
LAG=0.0
SIMULATE_HEATING=0.3
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=refl
COLOR=10,1,0, 120
LAG=0.0
SIMULATE_HEATING=0.3
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=refr
COLOR=10,1,0, 120
LAG=0.0
SIMULATE_HEATING=0.3
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=TurnRightDecal
COLOR=1,10,1, 1
LAG=0.0
SIMULATE_HEATING=0.3
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=indicator_rref
COLOR=10,1,0,25
LAG=0.0
SIMULATE_HEATING=0.3
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=ramyturnr
COLOR=10,1,0,25
LAG=0.0
SIMULATE_HEATING=0.3
LOCATION=NONE

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=185,295,495,0.01
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.3, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=190
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.538526
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.538526
OFF_MULT=0
OFF_POSITION=0, 0.568216, 1.74877
OFF_RANGE_MULT=0.3
POPUP_ENABLED=0
POSITION=0, 0.468216, 2.2
RANGE=210
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=1
SPOT=65
SPOT_EDGE=0.0922464, 0.0919776, 0.09144
SPOT_EDGE_SHARPNESS=21.2
SPOT_SHARPNESS=0
SPOT_UP=0.02, 0.999847, 0

[LIGHT_EXTRA_...]               ;;; Int roof light 
BIND_TO_EXTRA_A=1
COLOR=350,150,0,0.01
POSITION=0, 0.8, 0.37
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=1.5
FADE_SMOOTH=5
LAG=0.3
MIRROR=0.0
DIRECTION=0,-1,0
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=300
SPOT_SHARPNESS=0

------------ Extra

[INCLUDE: common/selflighting.ini]

[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
NAME= glassref
COLOR=250,250,250,100
FALLBACK_HEADLIGHTS_COLOR=250,250,250,100
LAG=0
SIMULATE_HEATING=0.2

[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
NAME= rpm_red, speedored
COLOR=150,150,150,0.03
FALLBACK_HEADLIGHTS_COLOR=150,150,150,0.03
OFF_COLOR=150,150,150,0.05
LAG=0
SIMULATE_HEATING=0.2

[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
NAME= screens1, clustecran
COLOR=15,15,15,0.01
FALLBACK_HEADLIGHTS_COLOR=15,15,15,0.01
OFF_COLOR=15,15,15,0.02
LAG=0
SIMULATE_HEATING=0.2

[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
NAME= symbols1, ecran, menuoffroad
COLOR=15,15,15,0.03
FALLBACK_HEADLIGHTS_COLOR=15,15,15,0.03
LAG=0
SIMULATE_HEATING=0.2

[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
NAME= symbol, folabutt, klimct, 9fali, gears, tcbb, 104, kofla
COLOR=150,0,0,0.03
FALLBACK_HEADLIGHTS_COLOR=150,0,0,0.03
LAG=0
SIMULATE_HEATING=0.2

[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
NAME= parcalarbro_03, orangekfali
COLOR=150,50,0,0.03
FALLBACK_HEADLIGHTS_COLOR=150,50,0,0.03
LAG=0
SIMULATE_HEATING=0.2

[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
NAME= misc_e_001_001,GEO_RED_Needle_A,GEO_RED_Needle_B,misc_e_003_001,Plane002
COLOR=100,100,100,0.01
FALLBACK_HEADLIGHTS_COLOR=100,100,100,0.01
LAG=0
SIMULATE_HEATING=0.2

[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
NAME=ibre_sex_sex003,ibre_sex_sex,ibre_sex_sex001,ibre_sex_sex002,basinc_saat_boost_1,Pyramid001,yetimhanekundakcisi,ammmseveriz,sexairaaa,airbasicx2s,ibre_sex_sex004
COLOR=100,100,100,0.01
FALLBACK_HEADLIGHTS_COLOR=100,100,100,0.01
LAG=0
SIMULATE_HEATING=0.2

[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
NAME= tahtref
COLOR=350,150,0,0.43
FALLBACK_HEADLIGHTS_COLOR=350,150,0,0.43
LAG=0
SIMULATE_HEATING=0.2

[EMISSIVE_EXTRA_A_...] Ramy Reflect
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=ramyledrear
COLOR=495,0,0,50
LAG=0
SIMULATE_HEATING=0
LOCATION = REAR
CAST_LIGHT=0
FALLBACK_HEADLIGHTS_COLOR=495,0,0,50

[EXTRA_FX_EMISSIVE_...] Ramy Reflect
MESHES = ramyledrear	           ; list of meshes
RANGE = 0.03           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR=495,0,0,1      ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1           ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1            ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 3           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 1   ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 1  

[EMISSIVE_BRAKE_...] Ramy Reflect
BIND_TO_HEADLIGHTS=0
NAME=ramyfren, stop3d
COLOR =350,0,0,0.1
LAG=0
SIMULATE_HEATING=0
LOCATION = REAR
CAST_LIGHT=0


[EXTRA_FX_EMISSIVE_...] Ramy Reflect
MESHES = ramyfren, stop3d    ; list of meshes
RANGE = 0.01            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =350,0,0,1     ; optional brightness multiplier (could be an RGBA value)
DIRECTED =0           ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1            ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 3          ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 900   ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 1


[LIGHT_BRAKE_...] 
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=50,5,2,0.15
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0,0,-1
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_RANGE_MULT=0.5
POSITION=0, 0.66, -1.8
RANGE=3.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.1
MIRROR=0.8,0,0

[EMISSIVE_EXTRA_A_...] PLAKA
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=dwawi,amplmala
COLOR=100,100,100,1
LAG=0
SIMULATE_HEATING=0.2
FALLBACK_HEADLIGHTS_COLOR=100,100,100,1


[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=clig
COLOR=100,20,0,10.5
LAG=0.6
TOGGLE_VISIBILITY = 1
REPEAT_FREQENCY_HZ=2.2
CAST_LIGHT=1
AFFECTS_TRACK=1
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=tsoff.l, clioffoutl
COLOR=100,20,0,1
LAG=0.6
TOGGLE_VISIBILITY = 1
REPEAT_FREQENCY_HZ=2.2
CAST_LIGHT=1
AFFECTS_TRACK=1
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=clid
COLOR=100,20,0,10.5
LAG=0.6
REPEAT_FREQENCY_HZ=2.2
TOGGLE_VISIBILITY = 1
CAST_LIGHT=1
AFFECTS_TRACK=1
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=tsoff, clioffout
COLOR=100,20,0,1
LAG=0.6
TOGGLE_VISIBILITY = 1
REPEAT_FREQENCY_HZ=2.2
CAST_LIGHT=1
AFFECTS_TRACK=1
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=indicator_lf1_001_001
COLOR=0,0,0
OFF_COLOR=200,40,0,0.105
LAG=0.3
REPEAT_FREQENCY_HZ=2.2
CAST_LIGHT=1
AFFECTS_TRACK=1
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=indicator_rf1_001_001
COLOR=0,0,0
OFF_COLOR=200,40,0,0.105
LAG=0.3
REPEAT_FREQENCY_HZ=2.2
CAST_LIGHT=1
AFFECTS_TRACK=1
LOCATION=NONE

[SHADER_REPLACEMENT_...]
MATERIALS = farref
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 0.1

[EXTRA_FX_EMISSIVE_...] Ramy Reflect
MESHES = fren    ; list of meshes
RANGE = 0.01            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR=10, 0, 0, 1      ; optional brightness multiplier (could be an RGBA value)
DIRECTED =0           ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1            ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 3          ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 900   ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 1

[EXTRA_FX_EMISSIVE_...] Ramy Reflect
MESHES = ibre_sex_sex003,ibre_sex_sex,ibre_sex_sex001,ibre_sex_sex002,Pyramid001     ; list of meshes
RANGE = 0.005             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR=0.055       ; optional brightness multiplier (could be an RGBA value)
DIRECTED =0           ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1            ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 3           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 900   ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 1

[EXTRA_FX_EMISSIVE_...]
MESHES =dwawi
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
RANGE = 0.35
COLOR=0.0185
DIRECTED =1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0      ; 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

[EMISSIVE_LIGHT_...] FAR
NAME=farcoda
COLOR=185,295,495,0.5
LAG=0.05

[EXTRA_FX_EMISSIVE_...] Ramy Reflect
MESHES = farcoda	           ; list of meshes
RANGE = 0.02             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR=185,295,495,0.11       ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0           ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1            ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 3           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 1   ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 1   

[EMISSIVE_EXTRA_A_...] İÇ AMBİYANS LEDLERİ
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=portes.002
COLOR=290,0,553,0.01
LAG=0
SIMULATE_HEATING=0.2
FALLBACK_HEADLIGHTS_COLOR=290,0,553,0.01

[EMISSIVE_EXTRA_A_...] İÇ AMBİYANS LEDLERİ
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=ledpedall
COLOR=290,0,553,0.2
LAG=0
SIMULATE_HEATING=0.2
FALLBACK_HEADLIGHTS_COLOR=290,0,553,0.2

[EMISSIVE_EXTRA_A_...] İÇ AMBİYANS LEDLERİ
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=ledmid
COLOR=290,0,553,0.2
LAG=0
SIMULATE_HEATING=0.2
FALLBACK_HEADLIGHTS_COLOR=290,0,553,0.2

[EMISSIVE_EXTRA_A_...] İÇ AMBİYANS LEDLERİ
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=ledpedalr
COLOR=290,0,553,0.1
LAG=0
SIMULATE_HEATING=0.2
FALLBACK_HEADLIGHTS_COLOR=290,0,553,0.1

[EMISSIVE_EXTRA_A_...] İÇ AMBİYANS LEDLERİ
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=ciel.002
COLOR=290,0,553,0.1
LAG=0
BLINKING_PATTERN=(|0=0|1.242=0.5|0.083=1|1.125=0.7|0.167=0|0.208=0.3|0.25=1|1.292=0.3|0.333=1|1.375=0.1|1.417=0.5|0.458=1|0.5=0|1=0.1|)
SIMULATE_HEATING=0.2
FALLBACK_HEADLIGHTS_COLOR=290,0,553,0.1

[EMISSIVE_EXTRA_A_...] İÇ AMBİYANS LEDLERİ
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=ciel1
COLOR=553,553,553,0.1
LAG=0
BLINKING_PATTERN=(|0=0|2.242=0.5|)
SIMULATE_HEATING=0.2
FALLBACK_HEADLIGHTS_COLOR=290,0,553,0.1

[EMISSIVE_EXTRA_A_...] Mode Us
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=vus
COLOR=100,20,0,10.5
LAG=0
SIMULATE_HEATING=0.2

[EXTRA_FX_EMISSIVE_...] Ramy Reflect
MESHES = vus	           ; list of meshes
RANGE = 0.06             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR=100,20,0,10.5      ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0           ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1            ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 3           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 1   ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 1  

[EMISSIVE_EXTRA_A_...] Mode Us
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=tsonl, tson, clioninl, clionin
COLOR=100,20,0,1
LAG=0
SIMULATE_HEATING=0.2

[EMISSIVE_EXTRA_A_...] hoparlor
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=Object029
COLOR=102,0,153,0.12
LAG=0
SIMULATE_HEATING=0.2
FALLBACK_HEADLIGHTS_COLOR=102,0,153,0.12

[EMISSIVE_EXTRA_C_1] AYAK ALTI LED
BIND_TO_EXTRA_A=1
NAME = sexi_led004,sexi_led003,sexi_led006,sexi_led007
COLOR=102,0,153,0.12
LAG = 0.3
FALLBACK_HEADLIGHTS_COLOR=102,0,153,0.72

[EXTRA_FX_EMISSIVE_...] İÇ AMBİYANS YANSIMA
MESHES =portes.002
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 70,0,100,0.003          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = -2            ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 9           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 290     ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 0    ; set to something above 0 to weld vertices within that distance

[EXTRA_FX_EMISSIVE_...] İÇ AMBİYANS YANSIMA
MESHES =ledpedall
RANGE = 0.285            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 70,0,100,0.1          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 2           ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 9           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 290     ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 0    ; set to something above 0 to weld vertices within that distance

[EXTRA_FX_EMISSIVE_...] İÇ AMBİYANS YANSIMA
MESHES =ledmid
RANGE = 0.285            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 70,0,100,0.009          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 2           ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 9           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 290     ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 0    ; set to something above 0 to weld vertices within that distance

[EXTRA_FX_EMISSIVE_...] İÇ AMBİYANS YANSIMA
MESHES =ledpedalr
RANGE = 0.1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 70,0,100,0.2          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 2        ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 9           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 290     ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 0    ; set to something above 0 to weld vertices within that distance

[EXTRA_FX_EMISSIVE_...] İÇ AMBİYANS YANSIMA
MESHES =Object029
RANGE = 0.10              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 102,0,153,0.00010055          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = -1            ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY =1       ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 4           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 990     ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 0    ; set to something above 0 to weld vertices within that distance


[EXTRA_FX_EMISSIVE_...] AYAK AYDINLATMA ÖN
MESHES =sexi_led004,sexi_led003
RANGE = 0.32              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 102,0,153,0.00012          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = -1            ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 1           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 10     ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 0    ; set to something above 0 to weld vertices within that distance

[EXTRA_FX_EMISSIVE_...] AYAK AYDINLATMA ARKA
MESHES =sexi_led007,sexi_led006
RANGE = 0.32              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 102,0,153,0.00005          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = -1            ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 1           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 05     ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 0    ; set to something above 0 to weld vertices within that distance

[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
NAME= extralight_a
COLOR=185,295,495,0.1
LAG=0
SIMULATE_HEATING=0.2

[EXTRA_FX_EMISSIVE_...]
MESHES = extralight_a	           ; list of meshes
RANGE = 0.7             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR=185,295,495,0.001       ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1           ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1            ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 3           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 1   ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 1  

[EMISSIVE_EXTRA_E_...]
BIND_TO_EXTRA_E=1
NAME= lightmidin
COLOR=385,395,495,1
LAG=0
SIMULATE_HEATING=0.2

[EXTRA_FX_EMISSIVE_...]
MESHES = lightmidin	           ; list of meshes
RANGE = 1.3             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR=385,395,495,0.001       ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1           ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1            ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 3           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 1   ; upper limit for number of samples to make sure generation won’t
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 1  

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Gauge Sex Partisi;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[EMISSIVE_HIGHBEAM_...] ;
NAME=uzunlar_laci_gauge
COLOR=60,80,120,1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...]
NAME=farbh
COLOR=120,120,120,0.009
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_ABS_INACTION_0] 
NAME=abs_amber_gauge
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0]
NAME=esp_off_gauge_amber
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=20,6,0.1,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1]
NAME=esp_gauge_amber
TOGGLE_VISIBILITY = 0
COLOR=20,6,0.1,1
OFF_COLOR=0
LAG=0.2

[EMISSIVE_HANDBRAKE_0]
NAME=elfreni_gauge_kirmizi
TOGGLE_VISIBILITY = 0
COLOR=45,0.7,0,1
LAG=0.25

[EMISSIVE_...] 
NAME=gasoline_amber_gauge001
TOGGLE_VISIBILITY = 0
COLOR=20,3.5,0.1,1
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] 
NAME=isitma_buji_amber,kirmizi_gauge_emniyet_kemeri
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,5,5,1
LAG=0.3

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=sag_sinyal_gauge_yesil
COLOR=0,10,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=sol_sinyal_gauge_yesil
COLOR=0,10,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] 
NAME=park_gauge_yesil
COLOR=60,80,120,1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EXTRA_FX_EMISSIVE_...] GOSTINT FX
MESHES =uzunlar_laci_gauge,far_sis_amber_gauge,abs_amber_gauge,esp_off_gauge_amber,esp_gauge_amber,elfreni_gauge_kirmizi,gasoline_amber_gauge001,sag_sinyal_gauge_yesil,sol_sinyal_gauge_yesil,park_gauge_yesil
RANGE = 0.04             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.01          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = -9            ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0       ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
MIP_BIAS = 0.1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
COVERAGE = 4           ; samples density, by default 3 for cars and 2 for tracks (actual
SAMPLES_LIMIT = 290     ; upper limit for number of samples to make sure generation won
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
SPLIT_THRESHOLD = 0    ; set to something above 0 to weld vertices within that distance

[MESH_ADJUSTMENT_...]
MESHES =ON_EK_FLip
IS_RENDERABLE = 0

[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0

[AUDIO_VOLUME]
ENGINE_EXT = 2.0
ENGINE_INT = 1.5