mnm[DI_GEAR_...]
DIGITAL_ITEM = 12
DIGITAL_ITEM_NUMBER_FORMAT = GEAR_AUTO, , , M

[DI_GEAR_...]
DIGITAL_ITEM = 11
DIGITAL_ITEM_NUMBER_FORMAT = GEAR, , , D1, D2

[DI_GEAR_...]
DIGITAL_ITEM = 0
DIGITAL_ITEM_NUMBER_FORMAT = GEAR_AUTO, R, N, 

[DI_FUEL_ESTIMATE_DISTANCE_...]
DIGITAL_ITEM = 13
DIGITAL_ITEM_NUMBER_FORMAT = 01.0
OUTPUT_MULTIPLIER = 0.000621371


[DI_FUEL_CONSUMPTION_KPL_...]
DIGITAL_ITEM = 10
DIGITAL_ITEM_NUMBER_FORMAT = 01.1
INPUT_MULTIPLIER = 2.82
OUTPUT_MULTIPLIER = 0.621371



OUTPUT_MULTIPLIER = 2.82

[DI_FUEL_CONSUMPTION_KPL_...]
DIGITAL_ITEM = 18
DIGITAL_ITEM_NUMBER_FORMAT = 01.1
OUTPUT_MULTIPLIER = 1
INPUT_MULT=0.01
UPPER_BOUND=99

[BASIC]
IS_LOW_BEAM_AVAILABLE = 1  
HEADLIGHTS_ARE_HEADLIGHTS = 1

[LIGHTING]
INTERIOR_FAKE_SHADOW_OPACITY = 0.9  ; Opacity
INTERIOR_FAKE_SHADOW_HEIGHT = 0.1   ; Height, or Y coordinate of shadow’s boundary
INTERIOR_FAKE_SHADOW_FADE = 0.2     ; How smooth is the transition
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT = -0.1  ; Height, or Y coordinate of shadow’s boundary
INTERIOR_FAKE_UPPER_SHADOW_FADE = 0.1     ; How smooth is the transition
EMISSIVE_MULT = 1                ; General multiplier
EMISSIVE_HEADLIGHTS_MULT = 1    ; Multiplier for headlights
EMISSIVE_BRAKELIGHTS_MULT = 1    ; Multiplier for brake lights
EMISSIVE_PARKINGLIGHTS_MULT = 1  ; Multiplier for parking lights
LIT_MULT = 1                 ; How much car reacts to dynamic lights
SPECULAR_MULT = 1            ; How bright are speculars on the car
FULLY_SHADOWED_INTERIOR = 1  ; If shadows are not available, render interior fully shadowed





[INCLUDE: common/custom_emissive.ini]

[CustomEmissiveMulti] ; SHIFTER LIGHTS
Meshes = shifter_lights
Resolution = 512, 512
UseEmissive0AsFallback = 1
; Debug = 1 ; uncomment me to see the areas nicely

@ = MultiItem, Role = GEAR_D , Start = "00, 45", Size = "300, 380" , Color = "17,4,0", Lag = 0.2
@ = MultiItem, Role = GEAR_N , Start = "250, 300", Size = "300, 300" , Color = "17,4,0", Lag = 0.2
@ = MultiItem, Role = GEAR_P , Start = "0, 0", Size = "0, 0" , Color = "17,4,0", Lag = 0.2
@ = MultiItem, Role = GEAR_R , Start = "0, 0", Size = "80, 80" , Color = "17,4,0", Lag = 0.2


############################# GAUGES #############################

[ANALOG_INDICATOR_...]
BIND_TO=TURBO
NAME=ARROW_TURBO
USE_BAR=1
MIN_VALUE=-1.0
MAX_VALUE=2.0
INPUT_LAG_UP=0.9
INPUT_LAG_DOWN=0.1
LUT=(-1=-3|0=1|1=61|2=180|3=243)


[ANALOG_INDICATOR_...]
INPUT = WATER_TEMP
OBJECT_NAME=ARROW_WATER_TEMP
ZERO=0
STEP=-0.49
MIN_VALUE=50
LUT=(50=1|100=-24|150=-49)


[ANALOG_INDICATOR_...]
INPUT = WATER_TEMP
OBJECT_NAME=ARROW_WATER_TEMP02
ZERO=0
STEP=2.43
MIN_VALUE=50
LUT=(50=-1|100=119|150=243)


############################# ANDROID AUTO #############################

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = radio  ; display mesh
aftermarketComponent = 1
Resolution = 1460,800   ; texture resolution
Size = 1438,808           ; size of the screen area
Offset = 10, 0              ; left top corner of screen area
Scale = .5                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera

[INCLUDE: common/navigators.ini]
[Navigator_StyleModernDark]
Meshes = cluster_digi_nav ; here, use the name of that mesh
Brightness = 1 ; adjust brightness later so it wouldnÃ¢â‚¬â„¢t shine too much
@ = Navigator_Size, Resolution = "1920,1080", Offset = "630, 250", Size = "680,525", Scale = 0.7 ; 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

#################### EXHAUST AND FX #############################

[BASIC]
DIESEL_ENGINE = 0

[PARTICLES_FX_EXHAUST_0]
POSITION=0.54,0.26,-1.78
DIRECTION = 0, 0, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.2				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears


[PARTICLES_FX_EXHAUST_1]
POSITION=0.424,0.26,-1.8
DIRECTION = 0, 0, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.2				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_2]
POSITION=-0.54,0.26,-1.78
DIRECTION = 0, 0, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.2				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears


[PARTICLES_FX_EXHAUST_3]
POSITION=-0.424,0.26,-1.8
DIRECTION = 0, 0, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.2				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.2, 0.3			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[FAKE_SHADOWS_FX]
DISALLOW_REBAKING=0
CUSTOM_SKIN_SHADOWS=0


[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 1             ; 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




############################# LIGHTS #############################


[BOUNCED_HEADLIGHTS]               ;;; bounced lights
ACTIVE=1
FADE_AT=20
FADE_SMOOTH=50
FALLOFF=0.7
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=1

[BOUNCED_INTERIOR_LIGHT]
ACTIVE=1
DIRECTION=0, 1, -2
MULT=1, 1, 1, 1
OFFSET=0, -1, 3
RANGE=3.2
RANGE_GRADIENT_OFFSET=0.9
SPOT=20
SPOT_SHARPNESS=0.9

[ANALOG_INDICATOR_...]
INPUT = TIME_MINUTES
NAME = ARROW_CLOCK
START = 0 

############################# CORNERING LIGHTS #############################

[EMISSIVE_CORNERINGLAMP_LEFT_0]
NAME = corner_lamp_l   ; name (one or more) of a mesh to glow
COLOR = 50, 50, 50          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT            ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
STEER_THRESHOLD = -65


[EMISSIVE_CORNERINGLAMP_RIGHT_0]
NAME = corner_lamp_r   ; name (one or more) of a mesh to glow
COLOR = 50, 50, 50          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT            ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
STEER_THRESHOLD = 65


############################# INTERIOR LIGHTS #############################


[EMISSIVE_LIGHT_...] 
NAME=platelightus_a
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 2,0.8
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  nav
NAME=radio, sport_display
BIND_TO_HEADLIGHTS=1
COLOR=1, 1, 1,5
OFF_COLOR=1, 1, 1,14
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...] ;  buttons orange
NAME=Object1395
BIND_TO_HEADLIGHTS=1
COLOR=4, 1, 0.1,1
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  ac blue
NAME=Object1387
BIND_TO_HEADLIGHTS=1
COLOR=0.1, 0.1, 4,2
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  ac red
NAME=Object1385
BIND_TO_HEADLIGHTS=1
COLOR=2, 0, 0,1
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...] ;  cluster
NAME=cluster_digi_nav
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 2,2
OFF_COLOR=1, 1, 1,8
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  cluster
NAME=cluster_digi_middle
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 2,7
OFF_COLOR=1, 1, 1,20
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  cluster
NAME=cluster_digi
CHANNEL = 0
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 2,7
OFF_COLOR=2, 2, 2,16
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  cluster
NAME=mph
CHANNEL = 0
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 2,7
OFF_COLOR=2, 2, 2,16
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...] ;  cluster
NAME=geo_arrow_rpm, geo_arrow_watertemp, geo_arrow_fuel, geo_arrow_rpm001
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 4,0.8
OFF_COLOR=2, 2, 4,1.5
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...] ;  cluster
NAME=164, 162, 16646
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 2,1
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1




[EMISSIVE_LIGHT_...] ;  cabin ambient lighting
NAME=ambient_lighting
BIND_TO_HEADLIGHTS=1
COLOR=1.0, 0.0, 3.0,5
LAG=0
SIMULATE_HEATING=0


[EMISSIVE_LIGHT_...] ;  buttons
NAME=2, 214, emissive_buttons_roof, Object1203, Object1326, handbrake_light01, Object1599
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 2,1
LAG=0
SIMULATE_HEATING=0


[EMISSIVE_EXTRA_E_0]               ;;; Int roof light                
NAME = rooflight
COLOR =5,5,5 ,0.37
LAG = 0.5
SIMULATE_HEATING = 0
LOCATION = FRONT
CLUSTER_THRESHOLD = 0.5


[LIGHT_EXTRA_...]               ;;; foot well ambient r
BIND_TO_EXTRA_B=0
BIND_TO_HEADLIGHTS=1
COLOR=10,2,25,1.7
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.422, 0.56, 1.0
DIRECTION=0,-1,0
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=150
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...]               ;;; foot well ambient l
BIND_TO_EXTRA_B=0
BIND_TO_HEADLIGHTS=1
COLOR=10,2,25,1.7
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.422, 0.56, 1.0
DIRECTION=0,-1,0
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=150
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...]               ;;; Cluster ambient light L
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=10,10,10,0
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.44, 0.85, 0.814
DIRECTION=0,1,-10
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=150
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...]               ;;; Cluster ambient light R
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=10,10,10,0
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.255, 0.87, 0.814
DIRECTION=0,1,-10
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=100
SPOT_SHARPNESS=0



[LIGHT_EXTRA_...]               ;;; Cluster LCD
BIND_TO_HEADLIGHTS=1
COLOR=10,10,10,0
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.35, 0.87, 0.835
DIRECTION=0,1,-10
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=100
SPOT_SHARPNESS=0



[LIGHT_LICENSEPLATE]                                                     ;;; lic plate light
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=Object1289
OFFSET=-0.02, -0.00, -0.04
RANGE=0.35
RANGE_GRADIENT_OFFSET=0.3
SPOT=250
SPOT_SHARPNESS=0.1
COLOR=5,5,5,1.5


#############################  GLOWING EMISSIVES #############################

[EMISSIVE_LIGHT_...] ;  door handle lightmap
NAME=DH_Lightmap
CHANNEL = 0
BIND_TO_HEADLIGHTS=1
COLOR=1.3, 0.3, 2.5,7
OFF_COLOR=0.2, 0.3, 2.5,0
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=


[EXTRA_FX]
MASK_GBUFFER=glass_tail_inner, glass_tail_outer001, Object1448, Object1537, glassrhl_a, glasschmsl_a, glassbumperrsidemarkers_a, Object531

[EMISSIVE_LIGHT_...] ;  cluster lightmap
NAME=GEO_CLUSTER_LIGHTMAP_01
CHANNEL = 0
BIND_TO_HEADLIGHTS=1
COLOR=0.2, 0.3, 2.5,6
OFF_COLOR=0.2, 0.3, 2.5,6
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; glowing emissives
MESHES = radio
COLOR = 1, 1, 1.3, 1
DIRECTED = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.04
SPLIT_ELEMENTS = 1

[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; glowing emissives
MESHES = 2, shifter_lights, 214, Object1599
COLOR = 1, 1, 1.3, 0.15
DIRECTED = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.03
SPLIT_ELEMENTS = 1

[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; glowing emissives
MESHES = ambient_lighting
COLOR = 0.7, 0, 1.3, 0.08
DIRECTED = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.45
SPLIT_ELEMENTS = 1

[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; glowing emissives
MESHES = rooflight
COLOR = 1, 1, 1, 0.2
DIRECTED = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 1.8

[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; glowing emissives
MESHES = cluster_digi, cluster_digi_nav, cluster_digi_middle
COLOR = 0.5, 0.5, 3.5, 0.1
DIRECTED = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.07
EMISSIVE_TWEAK = 1 

[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; glowing emissives
MESHES = Object774
COLOR = 1, 1, 1, 0.1
DIRECTED = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.2
SPLIT_ELEMENTS = 1

[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; glowing emissives
MESHES = reverselight
COLOR = 5, 5, 5, 1
DIRECTED = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.08
SPLIT_ELEMENTS = 1


[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; glowing emissives
MESHES = tail014, Object1540, tail02, tail014r, Object1540r, tail02r
COLOR = 10, 1, 1, 1
DIRECTED = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.01
SPLIT_ELEMENTS = 1



[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; glowing emissives
MESHES = taillightchmsl_a 
COLOR = 10, 1, 1, 0.15
DIRECTED = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.05
SPLIT_ELEMENTS = 1

[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; glowing emissives
MESHES = foglight_chrome
COLOR = 5, 5, 5, 100
DIRECTED = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.25
SPLIT_ELEMENTS = 1


[EXTRA_FX_EMISSIVE_...] ;;;;;;;;;; glowing emissives
MESHES = brakelights_tail01
COLOR = 10, 1, 1, 0.02
DIRECTED = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0 
RANGE = 0.1
SPLIT_ELEMENTS = 1



#############################  WARNING LIGHTS #############################


[EMISSIVE_HIGHBEAM_2]
NAME=warning_highbeam
TOGGLE_VISIBILITY = 1
COLOR=0.1,0.1,6, 20
LAG=0.2
SIMULATE_HEATING=0

[EMISSIVE_LOWBEAM_0]
NAME=warning_lowbeam
TOGGLE_VISIBILITY = 1
COLOR=0.1,5,0.1, 15
LAG=0.2
SIMULATE_HEATING=0


[EMISSIVE_AIRBAG_0]
NAME = wl_airbag
COLOR = 5, 4, 0

[EMISSIVE_BATTERY_0]
NAME = warning_battery
COLOR = 5, 1, 0

[EMISSIVE_BRAKE_0]
NAME = wl_brake
COLOR = 20,3,0,20

[EMISSIVE_TRACTIONCONTROL_0]
NAME=tc_off01
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR= 20, 2, 0,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1]
NAME=tc_off2
TOGGLE_VISIBILITY = 0
COLOR=3, 3, 3,2
OFF_COLOR= 5, 1, 0
LAG=0.2

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


[EMISSIVE_...]
NAME=SteeringSuspensionFail
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,0.8
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2

[EMISSIVE_...]
NAME=warning_engine
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,0.8
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=TyrePressureHighLow
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,0.8
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 35
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...]
NAME=wl_fuel
TOGGLE_VISIBILITY = 0
COLOR=60,20,0.1,0.8
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.4

[EMISSIVE_...]
NAME=hazzards 
TOGGLE_VISIBILITY = 0
COLOR=5,0.1,0.1, 10
OFF_COLOR=5,0.1,0.1, 5
REPEAT_FREQENCY_HZ=1.5
INPUT=HAZARD
LAG=0.4

[EMISSIVE_ABS_INACTION_0]
NAME=warning_abs
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,0.8
LAG=0.2

[EMISSIVE_HANDBRAKE_0]
NAME=warning_mdm006
TOGGLE_VISIBILITY = 0
COLOR=50,0,0.2,0.8
LAG=0.2

[EMISSIVE_HANDBRAKE_1]
NAME=handbrake_light01
TOGGLE_VISIBILITY = 0
COLOR=50,0,0.2,0.8
LAG=0.2

[EMISSIVE_...]
NAME=wl_airbag, wl_seatbelt
TOGGLE_VISIBILITY = 0
COLOR=60,0,0,0.8
INPUT=STALLED
LAG=0.2


[EMISSIVE_...]
NAME=wl_water
TOGGLE_VISIBILITY = 0
COLOR=60,0,0,0.8
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 910
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2




[EMISSIVE_...]
NAME=wl_drl
COLOR=0,6,0,1
INPUT=EXTRA_C
LAG=0.2
CAST_LIGHT=1

############################# EXTERIOR LIGHTS #############################


### LIGHTMAPS ###


[EMISSIVE_EXTRA_A_...]       ;; DRL HOUSING
NAME= GEO_LIGHTMAP_DRL
CHANNEL = 0
AFFECTS_TRACK=1
COLOR=5,8,10,5.2
FALLBACK_HEADLIGHTS_COLOR=5,8,10,5.2
LAG=0.5
CAST_LIGHT=1
LOCATION=FRONT
SIMULATE_HEATING=0
Headlights_plastic_housing

[EMISSIVE_EXTRA_A_...]      ;;;; DAYLIGHT LIGHTS
BIND_TO_EXTRA_A=1
NAME=Object774
COLOR=6,8,8.5,25
FALLBACK_HEADLIGHTS_COLOR=6,8,8.5,25
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_EXTRA_A_...]      ;;;; FOGLIGHTS
BIND_TO_EXTRA_D=1
NAME=foglight_chrome
COLOR=5,8,10,50
FALLBACK_HEADLIGHTS_COLOR=5,8,10,50
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0




[EMISSIVE_LOWBEAM_1]     ;; LOWBEAM
NAME= Lightmap_LO
TOGGLE_VISIBILITY = 1
AFFECTS_TRACK=1
COLOR=5,8,10,0.8
LAG=0.0
CAST_LIGHT=1
LOCATION=FRONT
SIMULATE_HEATING=0

[EMISSIVE_HIGHBEAM_1]      ;; HIGHBEAM
NAME= Lightmap_HI
TOGGLE_VISIBILITY = 1
CHANNEL = 0
AFFECTS_TRACK=1
COLOR=5,8,10,0.8
LAG=0.0
CAST_LIGHT=1
LOCATION=FRONT
SIMULATE_HEATING=0


[DATA] 
DISABLE_LIGHTSINI = 1


[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[EMISSIVE_REVERSE_0]
NAME=reverselight
COLOR=5,5,4,40
LAG=0.6
SIMULATE_HEATING=0


[EMISSIVE_HIGHBEAM_0]      ;; headlights, highbeam
NAME= HID_HI
AFFECTS_TRACK=1
COLOR=6,8,9.5,85
LAG=0.5
CAST_LIGHT=1
LOCATION=FRONT
SIMULATE_HEATING=0



[EMISSIVE_LIGHT_...]      ;; headlights, lowbeams1
NAME=HID_LO
AFFECTS_TRACK=1
COLOR=6,8,9.5,130
LAG=0.5
CAST_LIGHT=1
LOCATION=FRONT
SIMULATE_HEATING=0


[EMISSIVE_BRAKE_...]                ;;breaklights
NAME=brakelights_tail01
TOGGLE_VISIBILITY = 1
COLOR=35, 6, 6,1.6
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_BRAKE_1]                ;;breaklights
NAME=85
COLOR=35, 6, 6,20
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


############################# REFRACTION LIGHTS #############################



############################# INDICATORS #############################




[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=f_ind_l001
TOGGLE_VISIBILITY = 1
COLOR=20, 17, 1.8,20
LAG=0
REPEAT_FREQENCY_HZ=1.5
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=0


[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=m_ind_l_2, mirror_ind_l1
COLOR=20, 5, 1.8,10
LAG=0.5
BLINK_FREQENCY_HZ = 1.5 ; sets frequency for blinking
REPEAT_FREQENCY_HZ=1.5
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
BLINK_FREQENCY_HAZARDS_HZ = 1.1

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=TS_Arrow_L001
COLOR=-10, 10, -10
LAG=0
BLINK_FREQENCY_HZ = 1.5 ; sets frequency for blinking
REPEAT_FREQENCY_HZ=1.5
BLINK_FREQENCY_HAZARDS_HZ = 1
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
TOGGLE_VISIBILITY = 0

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=ts_r_l_0
RANGE_PREFIX=ts_r_l_
RANGE_START_INDEX=0
RANGE_END_INDEX=8
RANGE_DELAY=0.025 	; to compensate for that there are more of them
COLOR=20, 8, 0,10
LAG=0
REPEAT_FREQENCY_HZ=1.5
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=0

[EMISSIVE_TURNSIGNAL_LEFT_4]
NAME=fogl
COLOR=0, 0, 0
OFF_COLOR=20, 20, 20,10
LAG=0
BLINK_FREQENCY_HZ = 1.5 ; sets frequency for blinking
REPEAT_FREQENCY_HZ=1.5
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
BLINK_FREQENCY_HAZARDS_HZ = 1.1

[EMISSIVE_TURNSIGNAL_LEFT_5]
NAME=tail014, Object1540, tail02
COLOR=0, 0, 0
OFF_COLOR=20, 10, 7,0.8
LAG=0
BLINK_FREQENCY_HZ = 1.5 ; sets frequency for blinking
REPEAT_FREQENCY_HZ=1.5
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
BLINK_FREQENCY_HAZARDS_HZ = 1.1


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=f_ind_r
TOGGLE_VISIBILITY = 1
COLOR=20, 17, 1.8,20
LAG=0
BLINK_FREQENCY_HZ = 1.5 ; sets frequency for blinking
REPEAT_FREQENCY_HZ=1.5
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
BLINK_FREQENCY_HAZARDS_HZ = 1.1
REPEAT_FREQUENCY_HAZARDS_HZ

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=m_ind_r1, mirror_ind_r1
COLOR=20, 5, 1.8,10
LAG=0
BLINK_FREQENCY_HZ = 1.5 ; sets frequency for blinking
REPEAT_FREQENCY_HZ=1.5
BLINK_FREQENCY_HAZARDS_HZ = 1
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=TS_Arrow_R001
COLOR=-10, 10, -10
LAG=0
BLINK_FREQENCY_HZ = 1.5 ; sets frequency for blinking
REPEAT_FREQENCY_HZ=1.5
BLINK_FREQENCY_HAZARDS_HZ = 1
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
TOGGLE_VISIBILITY = 0

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=ts_r_r_0
RANGE_PREFIX=ts_r_r_
RANGE_START_INDEX=0
RANGE_END_INDEX=8
RANGE_DELAY=0.025 	; to compensate for that there are more of them
COLOR=20, 8, 0,10
LAG=0
REPEAT_FREQENCY_HZ=1.5
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=0

[EMISSIVE_TURNSIGNAL_RIGHT_4]
NAME=fogr
COLOR=0, 0, 0
OFF_COLOR=20, 20, 20,10
LAG=0
BLINK_FREQENCY_HZ = 1.5 ; sets frequency for blinking
REPEAT_FREQENCY_HZ=1.5
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
BLINK_FREQENCY_HAZARDS_HZ = 1.1

[EMISSIVE_TURNSIGNAL_RIGHT_5]
NAME=tail014r, Object1540r, tail02r
COLOR=0, 0, 0
OFF_COLOR=20, 10, 7,0.8
LAG=0
BLINK_FREQENCY_HZ = 1.5 ; sets frequency for blinking
REPEAT_FREQENCY_HZ=1.5
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
BLINK_FREQENCY_HAZARDS_HZ = 1.1


############################# SELF-LIGHTING #############################


[INCLUDE: common/selflighting.ini]





>>>>>>>>>>>>>>>> BRAKELIGHTS <<<<<<<<


[SelfLight_Headlights]    ;;headlights l hb 1
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = 0.739, 0.659, 1.65
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = HID_HI
SPOT_SHARPNESS =0.2
SPOT = 20
COLOR =10,11,12,15
SPECULAR_MULT = 0
RANGE = 1


[SelfLight_Headlights]    ;;headlights r hb 1
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = -0.659, 0.659, 1.65
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = HID_HI
SPOT_SHARPNESS =0.2
SPOT = 20
COLOR =10,11,12,15
SPECULAR_MULT = 0
RANGE = 1



[SelfLight_Headlights]    ;;headlights l hb 2
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = 0.72, 0.673, 1.95
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = HID_HI
SPOT_SHARPNESS =0.2
SPOT = 32
COLOR =10,11,12,30
SPECULAR_MULT = 0
RANGE = 0.8



[SelfLight_Headlights]    ;;headlights r hb 2
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = -0.70, 0.673, 1.95
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = HID_HI
SPOT_SHARPNESS =0.2
SPOT = 32
COLOR =10,11,12,30
SPECULAR_MULT = 0
RANGE = 0.8

[SelfLight_Headlights]        ;;headlights r lo 1
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = -0.521, 0.645, 2.04
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = HID_LO
SPOT_SHARPNESS =0.2
SPOT = 35
COLOR =10,11,12,8
SPECULAR_MULT = 0
RANGE = 1

[SelfLight_Headlights]        ;;headlights r lo 2
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = -0.521, 0.645, 2.04
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = HID_LO
SPOT_SHARPNESS =0.2
SPOT = 20
COLOR =10,11,12,35
SPECULAR_MULT = 0
RANGE = 0.3

[SelfLight_Headlights]        ;;headlights l lo 1
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = 0.551, 0.645, 2.04
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = HID_LO
SPOT_SHARPNESS =0.2
SPOT = 35
COLOR =10,11,12,8
SPECULAR_MULT = 0
RANGE = 1

[SelfLight_Headlights]        ;;headlights l lo 2
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = 0.551, 0.645, 2.04
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = HID_LO
SPOT_SHARPNESS =0.2
SPOT = 20
COLOR =10,11,12,35
SPECULAR_MULT = 0
RANGE = 0.3




############################# ANIMATIONS #############################

[ANIMATION_...]
INPUT=HANDBRAKE
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
FILE=handbrake.ksanim   ; file name of new animation in “animations” folder
TIME = 0.2      ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0


[ANIMATION_...]             ;;;;;;;
FILE=digi_nav.ksanim
TIME= 0.1
BIND_TO_EXTRA_B=1

[ANIMATION_...]             ;;;;;;;
FILE=door_l.ksanim
TIME= 0.1
BIND_TO_TURNSIGNAL_LEFT=1

[ANIMATION_...]             ;;;;;;;
FILE=door_r.ksanim
TIME= 0.1
BIND_TO_TURNSIGNAL_RIGHT=1

[ANIMATION_...]             ;;;;;;;
FILE=car_hood.ksanim
TIME= 1
BIND_TO_EXTRA_F=1

[ANIMATION_...]
FILE=sunshade.ksanim
TIME= 1.5
BIND_TO_EXTRA_C=1


[ANIMATION_...]
FILE=car_door_L.ksanim
TIME= 1.5
BIND_TO_EXTRA_B=1

[ANIMATION_...]
FILE=car_door_R.ksanim
TIME= 1.5
BIND_TO_EXTRA_B=1


[ANIMATION_...]             ;;;;;;; badge reverse camera
BIND_TO_GEAR_R = 1
FILE = rev_camera.ksanim
TIME = 1.0


[ANIMATION_...]
INPUT = GAS
INPUT_AS_PROGRESS = 1
FILE = throttle.ksanim
TIME = 1.0

[ANIMATION_...]
INPUT = GAS
INPUT_AS_PROGRESS = 1
FILE = throttle_foot.ksanim
TIME = 1.0


[ANIMATION_...]
INPUT = BRAKE
INPUT_AS_PROGRESS = 1
FILE = brake.ksanim
TIME = 1.0

[ANIMATION_...]
INPUT = BRAKE
INPUT_AS_PROGRESS = 1
FILE = brake_foot.ksanim
TIME = 1.0

[ANIMATION_...]
INPUT = BRAKE
INPUT_AS_PROGRESS = 0
FILE = brake_led.ksanim
TIME = 1.0


[ANIMATION_...]
INPUT = TURNSIGNAL_RIGHT
FILE = ts_right.ksanim
TIME = 0.5

[ANIMATION_...]
INPUT = TURNSIGNAL_LEFT
FILE = ts_left.ksanim
TIME = 0.5

[ANIMATION_...]
FILE=open_doors_lcd.ksanim
INPUT= OPENDOORS
TIME= 1.5

[ANIMATION_...]
FILE=open_doors_lcd.ksanim
TIME= 1.5
BIND_TO_EXTRA_B=1

[ANIMATION_...]
FILE=sport_dis.ksanim
TIME= 0.1
BIND_TO_TRACTIONCONTROL=1
INPUT_THRESHOLD_INVERSE = 1

[ANIMATION_...]
INPUT = BRAKE
INPUT_AS_PROGRESS = 0
FILE = braketail.ksanim
TIME = 0.1



############################# EXTERIOR SHADERS #############################

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metallic]
Materials = ext_black_plastic, rims_black
FresnelMax = 1
FresnelC = 0.09
BrightnessAdjustment = 0.5 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.4
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.1



[Material_CarPaint_Solid]
Skins = 07_Tornado_red, 02_Mars_red

[Material_CarPaint_Metallic]
Skins = Reflex_silver, Oryx_white, 


[Material_CarPaint_Metallic]
Skins = Reflex_silver, Oryx_white, 00_Lapiz_blue
Materials = Carpaint
FresnelMax = 3
FresnelC = 0.12
BrightnessAdjustment = 0.5 ; compensates for ambient specular
ColoredSpecular = 1.5
AmbientSpecular = 1.3
AmbientSpecularEXP = 2.4
ClearCoatThickness = 0.15





[BRAKEDISC_FX]
ACTIVE = 1             ; 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 = 1  ; increase to make more lines
GLOW_OFFSET = 0.3      ; 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, 0.2  ; 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, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening


############################# GLASS #############################

[INCLUDE: common/materials_glass.ini]

ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= glass_ext_dark
ExteriorGlassHeadlightsMaterials = 

[Material_PhotoelasticGlass]
Meshes=glassrhl_a, HID Glass
FilmIOR=2.8
ThicknessMult = 2
ProfileFix = 0.05

[Material_Glass]
Meshes = glass_tail_outer001, glassbumperrsidemarkers_a, glasschmsl_a
FilmIOR = 2.6
ThicknessMult = 2
ProfileFix = 0.05
MaskPass = 1500           ; mask pass opacity
MaskPassColor = 255, 0, 0  ; mask pass color adjustment

[Material_Glass]
Meshes = glass_tail_inner, glasschmsl_a
FilmIOR = 2.6
ThicknessMult = 0.5
ProfileFix = 0.05
MaskPass = 003           ; mask pass opacity
MaskPassColor = 0, 0, 0  ; mask pass color adjustment

[Material_Glass]
Materials = GlassExt
FilmIOR = 2.0
ThicknessMult = 20.5
ProfileFix = 0.05
MaskPass = 1           ; mask pass opacity
MaskPassColor = 0, 0, 0  ; mask pass color adjustment


[Material_Glass]
Meshes = headlight_inner_glass
ThicknessMult = 0.1
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
FilmIOR=2

[Material_Glass]
Meshes = Object1448
ThicknessMult = 1
EXTRA_MASK_PASS = 0
EXTRA_MASK_PASS_OPACITY = 1
FilmIOR=1


############################# INTERIOR SHADERS #############################

[INCLUDE: common/materials_interior.ini]
DisableDev = 1


>>>>>> METAL <<<<<<<<


[Material_Metal_v2]
Materials = calipers
BrightnessAdjustment = 1
DetailNormalBlend = 6
DetailScale = 1.3
Metalness = 0.45
Reflectance = 0.05
LocalReflectionsSharpness = 0.1
DetailTexture = 0.01
Smoothness = 0.35

[Material_Metal_v2]
Materials = BadgeA
BrightnessAdjustment = 1.7
DetailScale = 1
Metalness = 0.65
Reflectance = .4
LocalReflectionsSharpness = 0.4 	ext_rim, EXT_Rim
DetailTexture = .2
Smoothness = 0.75

[Material_Metal_v2]
Meshes = undercarriage_a
BrightnessAdjustment = 0.3
DetailScale = 6
Metalness = 0.0
Reflectance = .25
LocalReflectionsSharpness = 0.4 	ext_rim, EXT_Rim
DetailTexture = 1
Smoothness = 0.65

[Material_Metal_v2]
Materials = tailpipes
BrightnessAdjustment = 0.85
DetailScale = 10
Metalness = 0.7
Reflectance = 0.25
Smoothness = .7
LocalReflectionsSharpness = 0.5	ext_rim, EXT_Rim
DetailTexture = 0.5


[Material_Plastic]
Materials = wheels_silver
BrightnessAdjustment = 0.45
Smoothness = 1
Reflectance = .03
LocalReflectionsSharpness = 0.1
Metalness = 0.0



[Material_Metal_v2]
Materials = chrome_ext, wheel_badge_chrome, Material #430, foglight_chrome
Meshes = gum_75_pivot, gum_74, Object1281, Object1314, Object1318, Object1322, Object1281, Object1314
BrightnessAdjustment = 1
DetailScale = 0
Metalness = 0.75
Reflectance = .9
LocalReflectionsSharpness = 0.2		ext_rim, EXT_Rim
DetailTexture = 1
Smoothness = 0.95

[Material_Metal_v2]
Meshes = Object1209
BrightnessAdjustment = 1
DetailScale = 0
Metalness = 0.75
Reflectance = 0.2
LocalReflectionsSharpness = 1		ext_rim, EXT_Rim
DetailTexture = 1
Smoothness = 1

[Material_Metal_v2]
Materials = int_chrome
BrightnessAdjustment = 0.2
DetailScale = 0
Metalness = 0.2
Reflectance = 0.5
LocalReflectionsSharpness = 0.1
DetailTexture = 1

[Material_Metal_v2]
Materials = headlight_chrome, headlight_black_bump_02, headlight_black_bump
Meshes = f_ind_int_l, Object736, Object738, Object776, Object739, 99, Object622
BrightnessAdjustment = 0.2
DetailScale = 0
Metalness = 0.25
Reflectance = 0.85
LocalReflectionsSharpness = 0.1
DetailTexture = 1
Smoothness = 0.75

[Material_Metal_v2]
Materials = tail_chrome
BrightnessAdjustment = 0.0
DetailScale = 0
Metalness = 0.3
Reflectance = 0.12
LocalReflectionsSharpness = 0.1
DetailTexture = 1
Smoothness = 0.95

[Material_Metal_v2]
Materials = tail_int_lines01, chrome_lights_red
BrightnessAdjustment = 0.4
DetailScale = 0
Metalness = 0.6
Reflectance = 0.75
LocalReflectionsSharpness = 0.1
DetailTexture = 1
Smoothness = 0.95

[Material_Metal_v2]
Materials = chrome_lights_red_dark
BrightnessAdjustment = 0.0
DetailScale = 0
Metalness = 0.25
Reflectance = 0.35
LocalReflectionsSharpness = 0.1
DetailTexture = 0.9
Smoothness = 0.25





[Material_Metal_v2]
Meshes = Object580
BrightnessAdjustment = 0.3
DetailScale = 0
Metalness = 0.6
Reflectance = 0.75
LocalReflectionsSharpness = 0.1
DetailTexture = 1
Smoothness = 0.95



[Material_Metal_v2]
Materials = grille
BrightnessAdjustment = 0.5
DetailScale = 0
Metalness = 0.0
Reflectance = 0.25
Smoothness = 0.95
LocalReflectionsSharpness = 0.1
DetailTexture = 1





[Material_Metal_v2]
Materials = Int_chrome, chrome_satin, wheel_nuts
BrightnessAdjustment = 1
DetailScale = 0.1
Metalness = 0.75
Reflectance = 1.0
LocalReflectionsSharpness = 0.2
DetailTexture = 1
Smoothness = 0.65

[Material_Metal_v2]
Meshes = Object1265
BrightnessAdjustment = 1
DetailScale = 0.1
Metalness = 0.75
Reflectance = 1.0
LocalReflectionsSharpness = 0.9
DetailTexture = 1
Smoothness = 0.95



[Material_Carbon]
Materials = carbon
Meshes = Object017, Object022, Object1264
BrightnessAdjustment = 0.5
ClearCoatF0 = 0.3
DetailScale = 130
Reflectance = 0.25
LocalReflectionsSharpness = 0.65
Smoothness = .75

[Material_Plastic]
Materials = seatbelts
BrightnessAdjustment = 0.6
Smoothness = 0.65
Reflectance = .45
LocalReflectionsSharpness = 0.35

>>>>>> PLASTIC <<<<<<<<

[Material_Plastic_v2]
Materials = Silver_Trim
BrightnessAdjustment = 1
DetailScale = 15
Reflectance = 0.25
Smoothness = 0.75
LocalReflectionsSharpness = 0.6
Metalness = 0.25


[Material_Plastic]
Materials = Rubber
BrightnessAdjustment = 0.14
Smoothness = 0.45
Reflectance = .3
LocalReflectionsSharpness = 0.25
Metalness = 0.0

[Material_Plastic]
Materials = INT_PianoB, reflector_f
BrightnessAdjustment = 0.15
Smoothness = 1
Reflectance = .2
LocalReflectionsSharpness = 1
Metalness = 0.0

[Material_Plastic]
Meshes = Object1598
BrightnessAdjustment = 0.00
Smoothness = 1
Reflectance = .07
LocalReflectionsSharpness = 1
Metalness = 0.0

[Material_Plastic]
Meshes = radio, sport_display
BrightnessAdjustment = 0.1
Smoothness = 1
Reflectance = .15
LocalReflectionsSharpness = 1
Metalness = 0.0

[Material_Plastic]
Materials = grille_bumpers
BrightnessAdjustment = 0.1
Smoothness = 0.95
Reflectance = .5
LocalReflectionsSharpness = 0.99
Metalness = 0.0




[Material_Plastic] ;;;; OVERHEAD LIGHT
Meshes = Object1563, rooflight
BrightnessAdjustment = 0.8
Smoothness = 0.4
Reflectance = .85
LocalReflectionsSharpness = 0.85
Metalness = 0.0
Object1563


[Material_Plastic_v2]
Materials = Material #337
BrightnessAdjustment = 0.3
DetailScale = 100
Reflectance = 0.5
Smoothness = 0.9

[Material_Plastic_v2]
Materials = wheel_badge_black, red detail
BrightnessAdjustment = 0.3
DetailScale = 100
Reflectance = 0.05
Smoothness = 0.9


[Material_Plastic_v2]
Meshes =  reverselight, reverselight001
BrightnessAdjustment = 0.45
Smoothness = 0.45
Reflectance = 0.35
Metalness = 0.0

[Material_Plastic_v2]
Materials = WheelMtl
BrightnessAdjustment = 0.08
DetailScale = 100
Reflectance = 0.1
Smoothness = 0.55

[Material_Plastic_v2]
Materials =  licplate_front, licplate_rear
BrightnessAdjustment = 0.25
Smoothness = 0.45
Reflectance = 0.35

[Material_Plastic]
Materials=EXT_tyre
BrightnessAdjustment = 0.8
Smoothness = 0.5
Reflectance = 0.35
DetailTexture = 0
LocalReflectionsSharpness = 0.25

[Material_Plastic]
Materials=door_seals
BrightnessAdjustment = 0.05
Smoothness = 0.5
Reflectance = 0.1

[Material_Plastic]
Materials=ext_red_detail
BrightnessAdjustment = 0.22
Smoothness = 0.55
Reflectance = 0.25

[Material_Plastic]
Materials=wiper_metal
BrightnessAdjustment = 0.035
Smoothness = 0.35
Reflectance = 0.18


[Material_Plastic]
Materials=INT_Plastic_Smooth
Meshes = Object1207
BrightnessAdjustment = 0.3
DetailScale = 27
DetailTexture = 0.08
Reflectance = 0.2
Smoothness = 0.6

[Material_Plastic]
Meshes = 31
BrightnessAdjustment = 0.25
DetailScale = 27
DetailTexture = 0.05
Reflectance = 0.2
Smoothness = 0.45

[Material_Plastic_v2]
Materials=int_plastic_03
BrightnessAdjustment = 1
DetailScale = 33
DetailTexture = 0.08
Reflectance = 0.1
Smoothness = 0.45


[Material_Plastic_v2]
Meshes = Object1584
BrightnessAdjustment = 0.6
DetailScale = 18
DetailTexture = 0.08
Reflectance = 0.2
Smoothness = 0.6


[Material_Plastic]
Materials=headlight_satinblack
BrightnessAdjustment = 0.7
DetailScale = 27
DetailTexture = 0.06
Reflectance = 0.45
Smoothness = 0.7



[Material_Plastic_v2]
Meshes = Object799
BrightnessAdjustment = 0.8
DetailScale = 13
DetailTexture = 0.08
Reflectance = 0.15
Smoothness = 0.34


[Material_Plastic]
Materials=Material #334
BrightnessAdjustment = 0.03
DetailScale = 12
Reflectance = 0.08
Smoothness = 0.6


[Material_Plastic]
Materials=window_borders
BrightnessAdjustment = 0.03
DetailScale = 27
DetailTexture = 0.08
Reflectance = 0.1
Smoothness = 0.1

[Material_Plastic]
Materials=ext_black_plastic_satin
BrightnessAdjustment = 0.05
DetailScale = 27
DetailTexture = 0.08
Reflectance = 0.25
Smoothness = 0.45


[Material_Plastic]
Meshes=cluster_digi001
BrightnessAdjustment = 0.1
DetailScale = 100
DetailTexture = 0.0
Reflectance = 0.14
Smoothness = 0.45




>>>>>> UPHOLSTERY <<<<<<<<

[Material_Velvet_v2]
Materials= alcantara
BrightnessAdjustment=0.2
DetailScale = 8

[Material_Velvet_v2]
Materials=carpet1
BrightnessAdjustment=0.07
DetailScale = 22
DetailTexture = 1.0
DetailNormalIntensity = 6

[Material_Velvet_v2]
Materials=headliner
BrightnessAdjustment=0.06
DetailScale = 13

[Material_Velvet_v2]
Materials=headliner_fabric
BrightnessAdjustment=0.1
DetailNormalIntensity = 3
DetailScale = 28

[Material_Velvet_v2]
Materials=, pillars
BrightnessAdjustment=0.05
DetailScale = 8
DetailTexture = 0.5
Reflectance = 0.1
Smoothness = 0.5

[Material_InteriorPBRDetail]
Meshes = Object610
Reflectance = 0.15
Smoothness = 0.7
BrightnessAdjustment = 0.12
DetailNormalTexture = common/pbr_leather_pattern.dds
DetailNormalIntensity = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 10
DetailNormalPBRReflectance = 10
DetailScale = 2

[Material_Leather]
Materials=dash_main
BrightnessAdjustment = 10
Reflectance = 0.25
Smoothness = 0.7
DetailScale = 38
DetailTexture = 0.8

[SHADER_REPLACEMENT_26] 
MATERIALS = dash_main
PROP_... = ksAmbient, 2.5
PROP_... = ksDiffuse, 0.1
PROP_... = fresnelC, 0.15

[Material_LeatherDetailed]  ;;;; Dash leather
Materials = INT_Plastic_Rough
BrightnessAdjustment=0.3
Smoothness = 0.45
Reflectance = 0.002
ApplyTilingFix = 1
HasDetailNormals = 1
DetailNormalBlend = 0.75
DetailScale = 65
DetailNormalPBRFormat = 1
DetailNormalTexture = texture/leather_03_nm.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.05

[Material_LeatherDetailed]  ;;;; Swheel cap
Materials = Material #469
BrightnessAdjustment=0.25
Smoothness = 0.2
Reflectance = 0.001
ApplyTilingFix = 1
HasDetailNormals = 1
DetailNormalBlend = 1
DetailScale = 42
DetailNormalPBRFormat = 1
DetailNormalTexture = texture/leather_03_nm.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.05

[Material_Carbon]
Meshes = Object1597
BrightnessAdjustment = 1
ClearCoatF0 = 0.23
DetailScale = 350
Reflectance = 0.15
Smoothness = 0.65

[Material_Leather]
Materials=swheel_fakeleather
BrightnessAdjustment = 0.025
Reflectance = 0.1
Smoothness = 0.5
DetailScale = 7
DetailTexture = 0.8

[Material_LeatherDetailed]  ;;;; Swheel cap
Materials = seats_fabric
BrightnessAdjustment=0.4
Smoothness = 0.4
Reflectance = 0.001
ApplyTilingFix = 1
HasDetailNormals = 1
DetailNormalBlend = 0.6
DetailScale = 24
DetailNormalPBRFormat = 1
DetailNormalTexture = texture/leather_03_nm.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.05


[Material_Leather]
Materials=swheel_leather
BrightnessAdjustment = 0.35
DetailScale = 9
DetailTexture = 0.3
Reflectance = 0.23
Smoothness = 0.55



[Material_InteriorPBRDetail]
Materials=Material #445
BrightnessAdjustment = 0.1
DetailScale = 20
Reflectance = 0.02
Smoothness = 0.45
Material #445


[Material_InteriorPBRDetail] ;;;; MISC
Materials=Stitching_main, swheel_stitches, stitches_skinned
BrightnessAdjustment = 0.35


[Material_InteriorPBRDetail] ;;;; MISC
Meshes=HID_LO
BrightnessAdjustment = 0.05
Reflectance = 0.85


[Material_Plastic_v2]
Meshes=165
BrightnessAdjustment = 0.1
DetailScale = 500
DetailTexture = 0.0
Reflectance = 0.14
Smoothness = 0.45

############################# WIPERS #############################

[WIPERS]
FRONT_0= 217, 216, 215
FRONT_1= 219, Object1297, 218
WIND_THRESHOLDS_KMH = 60, 150 ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1 ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1 ; multiplier for frequency
WIND_OFFSET = 0.03 ; base animation 

[WIPERS_TRACE_...]
SURFACE = glassf_a, glassfint_a
WIPERS = 217, 219, wiperrear_a


############################# LIGHTS EXTRA #############################


[LIGHTING]
; Parameters for fake shadow in the bottom half of the interior, for headlights of cars behind
INTERIOR_FAKE_SHADOW_OPACITY = 0.9  ; Opacity
INTERIOR_FAKE_SHADOW_HEIGHT = 0.1   ; Height, or Y coordinate of shadow’s boundary
INTERIOR_FAKE_SHADOW_FADE = 0.2     ; How smooth is the transition

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

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

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

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = glass_detail02_ext, texture:20.dds
SHADER = ksPerPixelAT
BLEND_MODE = ALPHA_BLEND 

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = glass_detail02, texture:20.dds
SHADER = ksWindscreenFX

