[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]

[DATA] 
DISABLE_LIGHTSINI = 1

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1
HAZARDS_G_THRESHOLD=1.5

[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[BRAKEDISC_FX]
ACTIVE = 1   
REFRESH = 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 = 10  ; increase to make more lines
GLOW_OFFSET = 0.72   ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle
DEBUG = 0
DISC_INTERNAL_RADIUS = 0.010
DISC_RADIUS = 0.200
ALPHA_MASK = 0.012, 0.07
LUMINOCITY_MASK = 0.08,0.3
WEAR_FORCE = 0.5
;GLOW_FORCE = 0.0


--------------------------------------- Cluster Bullshit ---------------------------------------

[CustomEmissiveMulti]
Meshes = 
Resolution = 812, 812
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = TURNSIGNAL_LEFT, Start = "62, 434", Size = "84, 104" , Color = "-10, 10,-10 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "-10, 10,-10 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "675, 268", Size = "75, 57", Color = "60,30,0",
@ = MultiItem, Role = DashWarningABS, Start = "327, 349", Size = "89, 71", Color = "60,30,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "60,30,0",
@ = MultiItem, Role = HANDBRAKE, Start = "499, 350", Size = "87, 70", Color = "80, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "-100, -100, 100",
@ = MultiItem, Role = LIGHT, Start = "677, 360", Size = "85, 45", Color = "-10, 10, -10",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "10, 3, -50",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "10, 3, -50",
@ = MultiItem, Role = DashWarningTC, Start = "201, 184", Size = "110, 71", Color = "10, 3, -50",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "681, 432", Size = "71, 75", Color = "10, 3, -50", InputThreshold = 35, InputSelector = MAX , InputSelectorPivot=1 , Lag=0.2,
@ = MultiItem, Role = DashWarningSeatbelt, Start = "162, 340", Size = "68, 88" , Color = "80, 0, 0",
@ = MultiItem, Role = DashWarningAirbag, Start = "240, 346", Size = "81, 80" , Color = "80, 0, 0",
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=11 ,InputInverse=1 , Lag=0.2, Color = "70,5,0", 

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Interior Left Turnsignal
NAME=leftArrow
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME=rightArrow
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=hibeam
COLOR=0,0,10
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=10-car-dashboard-warning-lights-symbols-meanings
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_HAZARD_...]
COLOR=40,4,4,1
NAME=hazards
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.7
LAG=0.2

[EMISSIVE_ABS_INACTION_0] ; Warning ABS Inaction
NAME=wabs
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
LAG=0.2

[EMISSIVE_ABS_0] ; Warning ABS Off
NAME=wabs
TOGGLE_VISIBILITY = 1
COLOR=0,0,0
OFF_COLOR=10,5.6,0
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0] ; Warning Traction Off 1
NAME=wtcoff
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1] ; Warning Traction Off 2
NAME=aaaaaaaaaaaaaaaaaaaaaaaa04
TOGGLE_VISIBILITY = 0
OFF_COLOR=10,3.1,0.1,3
COLOR=0
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0] Warning Traction In Action
COLOR=20,4,0.1,3.5
NAME=wtc
TOGGLE_VISIBILITY =1
LAG=0.2

[EMISSIVE_HANDBRAKE_0] ; Warning Handbrake
NAME=wpbrake
TOGGLE_VISIBILITY = 1
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Suspension
NAME=werrorseatbelt
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
 
[EMISSIVE_...] ; Warning Engine
NAME=wcel
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Warning Fuel
NAME=wwarning
TOGGLE_VISIBILITY = 1
COLOR=20,3.5,0.1,35
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Stalled Manual Only
NAME=wseatbelt
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 1
COLOR=5,0 ,0 , 3.5
LAG=0.3

[ODOMETER-MAIN]
DIGITAL_ITEM=
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999
; add zero to add leading zeros

[ODOMETER-TRIP]
DIGITAL_ITEM=
DIGITAL_ITEM_NUMBER_FORMAT=06.1
UPPER_BOUND=9999

[DI-FUEL-ESTIMATE_DISTANCE_TOTAL-...]
DIGITAL_ITEM = 
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.01

[DI-GEAR-...]
DIGITAL_ITEM = 
DIGITAL_ITEM_NUMBER_FORMAT = GEAR, R, P, 1, 2, 3, 4, 5, 6, 7


------------------------------------- Daddys Ghetto Object Hider Bullshit -----------------------------------


[EMISSIVE_EXTRA_A_...] ; Hidden by Default
NAME = 
COLOR=.02
OFF_COLOR = 0,0,0
TOGGLE_VISIBILITY=1

[EMISSIVE_EXTRA_B_...] ; Hidden by Default
NAME = 
COLOR=.02
OFF_COLOR = 0,0,0
TOGGLE_VISIBILITY=1

[EMISSIVE_EXTRA_B_...] ; Shown by Default
NAME = extra_3,extra_4_SUB1,extra_5_SUB2,extra_5_SUB0,plate_r
COLOR=1
OFF_COLOR = 0,0,0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_A_...] ; Shown by Default
NAME = aocarb04,extra_2_SUB0,extra_2_SUB2,extra_2_SUB9,extra_2_SUB5,extra_2_SUB7,black002
COLOR= 1
OFF_COLOR = 0,0,0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1


------------------------------------- Daddys Exterior Material Bullshit -----------------------------------

[Material_CarPaint_Metallic] ; Daddys Ultra v2 Realistic Piano
Materials =pianoblack
BrightnessAdjustment=0.005
SpecularBase=0.01,400
AmbientSpecular=0.05
detailNormalBlend=0
detailUVMultiplier=0
UseMetallicReflections = -.3

[Material_CarPaint_Solid] ; Daddys Ultra v2 Realistic Piano - EXTRA SHINY
Materials =carbon1
AmbientSpecular=0.025
FresnelMax = 0.8
FresnelC = .07
SpecularBase = 0.02,800
UseMetallicReflections = -1.5
ColoredReflections=1
UVMultiplier=15
ClearCoatThickness = 0.2     ; thickness for absorbing light from underneath
PROP_0_KSDIFFUSE = ksDiffuse, 0.25 
PROP_0_KSAMBIENT = ksAmbient, 0.14  

[SHADER_REPLACEMENT_...] ; Carbon
MATERIALS = forgedao
PROP_... = detailUVMultiplier, 11
DOUBLE_FACE_SHADOW_BIASED = 1 

[SHADER_REPLACEMENT_...] ; Carbon
MATERIALS = diamondchrome
PROP_... = normalMult, 2
DOUBLE_FACE_SHADOW_BIASED = 1 


[Material_CarPaint_Solid] ; Realistic Shiny Wheels Paint
Materials =RIMS
BrightnessAdjustment=0.04
FresnelC = 0.039
AmbientSpecular=0.01
SpecularBase = 0.1,400
detailNormalBlend=0

[Material_Plastic] ; Custom PBR 
Materials = cls_interior00
Brightness=.2

[Material_Plastic] ; Realistic License Plate
Materials =Plate
Brightness=0.3
Smoothness = 0.9
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1
detailNormalBlend= 1

[Material_Plastic_v2] ; EZ Ext PBR Plas
Materials = aoplas1
DetailScale= 1000
ApplyTilingFix=1
DetailNormalIntensity=.1
DetailNormalBlend=1
BrightnessAdjustment =.05
Smoothness = 0.3

[Material_Plastic] ; White Ao Tails
Materials = 
Brightness = 1
Smoothness = 0.955
Reflectance = 0.1
CubemapReflectionBlur = 0.02

[Material_Chrome] ; Ao Tails 1
Materials = aotails2
Smoothness =1
Metalness = 1
Reflectance = 0.0
BrightnessAdjustment = .45
CubemapReflectionBlur = .01   
PROP_...= ksSpecularEXP , 50 
PROP_...= ksDiffuse , .80
PROP_...= ksAmbient , .80
PROP_...= detailNormalBlend , .1

[Material_Chrome] ; Ao Tails 1
Materials = aotails3
Smoothness =1
Metalness = 1
Reflectance = 0.0
BrightnessAdjustment = .45
CubemapReflectionBlur = .01   
PROP_...= ksSpecularEXP , 50 
PROP_...= ksDiffuse , .80
PROP_...= ksAmbient , .80

[Material_Chrome] ; Ao Tails 1
Materials = 
Smoothness =1
Metalness = 1
Reflectance = 0.0
BrightnessAdjustment = .45
CubemapReflectionBlur = .01   
PROP_...= ksSpecularEXP , 50 
PROP_...= ksDiffuse , .15
PROP_...= ksAmbient , .15

[Material_Metal] ; Ao Tails NM
Materials = redtailnm,tailturnsNM,aotails1
Brightness=.2
Smoothness = 0.59
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1
detailNormalBlend= 3

[Material_Plastic] ; No Ao Realistic Tails 
Materials = 
Brightness=0.25
Smoothness = 0.9
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = .5

[Material_Carbon] ; Realistic Carbon v2
Materials =
Brightness=0.135
HasDetailNormals = 1
Smoothness = 0.9
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailNormalBlend = .75
DetailScale = 400

--------------------------------------- Glass Material Bullshit ---------------------------------------


[Material_PhotoelasticGlass] ; Headlights
Materials =
FilmIOR = 1.4
PhotoelasticityMult = 0.515  ; doesn’t look good if too high
ThicknessMult =1.0
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.25
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 3.5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.328  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 1.5   ; how many stripes are there
ProfileFix = 0.0


[Material_Glass]
Materials=glasslights   ; redefine IOR for external film layer to increase reflections
FilmIOR=1.2
ThicknessMult = .65 ; thicker glass passes less light through
ProfileFix = 0    ; adds thickness to glass for glazing angles
MaskPass = 0.1    ; mask pass opacity
MaskPassColor = 0, 0, 0  ; mask pass color adjustment
BrightnessAdjustment = 0

[Material_Glass] ; Red Glass
Materials=redtailsglass    ; redefine IOR for external film layer to increase reflections
ThicknessMult = .65 ; thicker glass passes less light through
ProfileFix = 0    ; adds thickness to glass for glazing angles
MaskPass = 2    ; mask pass opacity
MaskPassColor = 0, 0, 0  ; mask pass color adjustment
BrightnessAdjustment = .2

[Material_Glass] ; EXT Windows
Materials=extwindows
FilmIOR=2
MaskPass=0.4
ThicknessMult=1

[Material_Glass] ; M Magic Dash Glass
Meshes = 
FilmIOR =1.1
ExtraLightsAdjustment = .2
BrightnessAdjustment = .9
Refraction = 1
Desaturate = 00
ThicknessMult = .1
EXTRA_MASK_PASS = .1
EXTRA_MASK_PASS_OPACITY = .1
MaskPassColor=0,0,0

[EXTRA_FX] ; Glass Only
MASK_GBUFFER =material:glass,material:glasslights


------------------------------------- Daddys Interior Material Bullshit -----------------------------------


[Material_Aluminium_v2] ; Custom PBR Chrome/Metal(INT) - By Wiz
Materials  = aluminum
BrightnessAdjustment = .002
Metalness = .2
Reflectance = 0.02
DetailScale =.1
DetailNormalBlend=1.1
LocalReflectionsSharpness = 0.1
OcclusionMult= 1

[Material_Chrome_v2] ; Custom PBR Chrome/Metal(INT) - By Wiz
Materials  = shinychrome
BrightnessAdjustment = 1
Metalness = .5
Reflectance = 0.5
DetailScale =1
DetailNormalBlend=0
LocalReflectionsSharpness = 0.01
OcclusionMult= 11

[Material_Plastic_v2] ; Custom PBR Interior Plastic
Materials = IntPlastic,black,aointplastic
DetailScale= 100
ApplyTilingFix=1
DetailNormalIntensity=1
DetailNormalBlend=1
BrightnessAdjustment =0.15
Smoothness = 0.2

[Material_Plastic_v2] ; Custom PBR Interior Plastic
Materials = Newinterirorplastic
DetailScale= 100
ApplyTilingFix=1
DetailNormalIntensity=1
DetailNormalBlend=1
BrightnessAdjustment =0.0015
Smoothness = 0.2

[Material_Plastic_v2] ; Custom PBR Interior Plastic
Materials = aoplaswh
DetailScale= 100
ApplyTilingFix=1
DetailNormalIntensity=1
DetailNormalBlend=1
BrightnessAdjustment =.3
Smoothness = 0.2

[Material_Carpet_v2] ; Carpet Shader - By Wiz

Materials = aocarpet
BrightnessAdjustment = .3
DetailNormalBlend = .4
DetailScale =30
ApplyTilingFix = 1
UseMetallicReflections = 1
DetailNormalPBRSecondaryColor = 1,1, 1,0.01

[Material_Carpet_v2] ; Alcantara Shader - By Wiz

Materials = aoalc
BrightnessAdjustment = .15
DetailNormalBlend = .5
DetailScale =50
ApplyTilingFix = 1
UseMetallicReflections = 1
DetailNormalPBRSecondaryColor = 1,1, 1,0.01


[Material_Leather] ; Custom PBR Leather(Smooth) - By Wiz
Materials=aoleather1
Brightness= .25
Reflectance = 0.02
Smoothness = 0.5
DetailScale =70
DetailNormalBlend=1
ApplyTilingFix = 1

[Material_Plastic] ; Custom PBR Leather(Smooth) - By Wiz
Materials=0beltsM
Brightness= .1
Reflectance = 0.02
Smoothness = 0.02
DetailScale =10
DetailNormalBlend=.5
ApplyTilingFix = 1

[SHADER_REPLACEMENT_...] ; Driver Shiny Feet Fix
MATERIALS = RT_DriverSuit,6_Object004_0.1_16_16,6_Object003_0.1_16_16,6_Object001_0.1_16_16,6_jaw001_0.1_16_16
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.02
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Driver Shiny Feet Fix
MATERIALS = Interior,base
PROP_... = ksDiffuse, 0.02
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; De-Shiner
MESHES = interior_1_SUB3,door_pside_f_SUB3,door_dside_f_SUB3,cockpit_SUB0,door_pside_r_SUB3,door_dside_r_SUB3,door_pside_f_SUB2,door_dside_f_SUB2,piano001,Object007,
PROP_... = fresnelMaxLevel, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; De-Shiner
MESHES = chassis_SUB21
PROP_... = fresnelMaxLevel, 0.01
PROP_... = ksAmbient, 0.02
PROP_... = ksDiffuse, 0.02
DOUBLE_FACE_SHADOW_BIASED = 1


[SHADER_REPLACEMENT_...] ; Int Ghetto Plastic No Ao Convert Piano
MESHES = 
PROP_... = fresnelMaxLevel, 0.005
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Int Ghetto Plastic No Ao Convert Piano
MESHES = 
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecularEXP, 100
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Int Ghetto Plastic No Ao Convert Piano
MESHES = reversinglight_l,reversinglight_r
PROP_... = ksAmbient, 0.01
PROP_... = fresnelMaxLevel, 0.07
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS=aoleather2,aoleather1,pianoblack,aopaint2,carbon1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Sets Transparent --
MATERIALS = tailglasnm
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MESHES = plas01,wiper001,wiper
CULL_MODE = DOUBLESIDED

[SHADER_REPLACEMENT_...]
MATERIALS = aoleather2,aoleather1
CULL_MODE = DOUBLESIDED

[SHADER_REPLACEMENT_...]
MESHES= bumper_f_SUB6
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MATERIALS= screw_010_opac_47c3698c_2d9c_4172_8537_930ba457b533
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MESHES= 
BLEND_MODE = ALPHA_BLEND

--------------------------------------- Android Auto Bullshit ---------------------------------------

[Display_AndroidAuto] ; Android Auto [!!ONLY WORKS WITH 1.78PREVIEW+]
Meshes = fixyint00,interior_nav.002 ; display mesh
Resolution = 1000, 400   ; texture resolution
Size = 1000, 400        ; size of the screen area
Offset = 0, 0              ; left top corner of screen area
Scale = 1.1                 ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera
aftermarketComponent=0

------------------------------------ Daddys Interior Light FX Bullshit -------------------------------------


[EMISSIVE_LIGHT_...] ; Stars 1 By Daddy P
NAME=chassis_SUB23
COLOR=1,1,1.50,150
LAG_UP=0.98
LAG_DOWN=0.97
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = .3 ; sets frequency for blinking

[EMISSIVE_LIGHT_...] ; Stars 2 By Daddy P
NAME=chassis_SUB024
COLOR=0,5,25,10
LAG_UP=0.98
LAG_DOWN=0.98
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = .265 ; sets frequency for blinking

[EMISSIVE_LIGHT_...] ; Stars 3 By Daddy P
NAME=stars002
COLOR=10,10,15,6
LAG_UP=0.98
LAG_DOWN=0.98
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = .225 ; sets frequency for blinking

[LIGHT_EXTRA_...] ; Realistic Star Lighting
BOUND_TO=fixyint00
COLOR=0,40,120,.015
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
LAG=0.0
MIRROR=0.0
POSITION=-0.0085, 1.36, -0.466
DIRECTION=0,-1,-0
RANGE=1.85
RANGE_GRADIENT_OFFSET=1
SPECULAR_MULT=.001
SPOT=150
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Realistic Star Lighting
BOUND_TO=fixyint00
COLOR=0,40,120,.015
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
LAG=0.0
MIRROR=0.0
POSITION=-0.0085, 1.56, -0.466
DIRECTION=0,-1,-0
RANGE=1.35
RANGE_GRADIENT_OFFSET=1
SPECULAR_MULT=.001
SPOT=150
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Realistic Floor Lighting Passenger
BIND_TO_HEADLIGHTS=1                             
LINE_FROM=-0.451, 0.652, 0.68
LINE_TO=-0.661, 0.652, 0.68
BIND_TO_EXTRA_D=1
COLOR=0,4,9,8
DIFFUSE_CONCENTRATION=0.2
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=250
FADE_SMOOTH=50
RANGE=.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.001
DIRECTION=1, -1, .1
SELF_LIGHTNING=1

[LIGHT_EXTRA_...] ; Realistic Floor Lighting Driver
BIND_TO_HEADLIGHTS=1             
LINE_FROM=0.151, 0.652, 0.68
LINE_TO=0.461, 0.652, 0.68
BIND_TO_EXTRA_D=1
COLOR=0,4,9,15
DIFFUSE_CONCENTRATION=0.2
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=250
FADE_SMOOTH=50
RANGE=.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=170
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.001
DIRECTION=1, -1, .1
SELF_LIGHTNING=1


------------------------------------ Daddys Interior Lighting Bullshit -------------------------------------


[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=fixyint00,interior_nav.002 
COLOR=.5,.5,.6,4
LAG=0.94

[EMISSIVE_LIGHT_...]
NAME=interior_1_SUB8,door_pside_f_SUB7,door_dside_f_SUB7,steeringwheel_SUB7
COLOR=5, 1, 0,3

[EMISSIVE_LIGHT_...]
NAME=fixyint01,
COLOR=3,1.2,.51,3

[EMISSIVE_LIGHT_...]
NAME=Arrow_water005,nword02,Arrow_water02,Arrow_fuel01
COLOR=10, 0, 0,1

[EMISSIVE_LIGHT_...]
NAME=interior_e_SUB1.001,IND_RPM_BARS.002_SUB0_SUB0
COLOR=1, 1, 1.5,1


[EMISSIVE_...]
INPUT=RPM
INPUT_THRESHOLD=400
NAME=
COLOR=0,1,0,113

[EMISSIVE_LIGHT_...] ; Instrument Cluster
NAME=cockpit_SUB5,door_pside_r_SUB9
COLOR=0,4,9,2
LAG=0.7

[EMISSIVE_LIGHT_...] ; Instrument Cluster
NAME=door_dside_f_SUB10,chassis_SUB22,door_pside_f_SUB10
COLOR=0,90,350,.10
LAG=0.7

[EMISSIVE_LIGHT_...] ; Instrument Cluster
NAME=
COLOR=0,0,0,0
LAG=0.2
TOGGLE_VISIBILITY = 1
VISIBILITY_INVERSE=1

[EXTRA_FX_EMISSIVE_...]  ; Interior Ambient
MATERIALS =ambientstripa
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.096        ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .15         ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 10           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 1000      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1      ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 0      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =0.04         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =        ; stop emissive if a mesh with given name is visible


[EXTRA_FX_EMISSIVE_...]  ; Cluster
MESHES =interior_e_SUB1.001
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.2         ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .1       ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 7           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 1000      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 0      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =0.0          ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =        ; stop emissive if a mesh with given name is visible

------------------------------------ Daddys Exterior Lighting Bullshit -------------------------------------

[SCRIPT...]
SCRIPT=rgb.lua

[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1

[EMISSIVE_LIGHT_...] ; Rear DRL 2
NAME=
COLOR=10,0,0,11.3
LAG=0.94
CAST_LIGHT=0

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=misclights_SUB1
COLOR=80,100,180,.2
LAG=0.94
CAST_LIGHT=0

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=prvvyheadlights02
COLOR=80,100,180,.3
LAG=0.94
CAST_LIGHT=0

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=prvvyheadlights05
COLOR=80,100,180,.05
LAG=0.94
CAST_LIGHT=0

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=hbeam,hbeam001
COLOR=80,100,180,.3
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=headlight_l
COLOR=100,20,0,.6
FALLBACK_HEADLIGHTS_COLOR =80,100,180,0
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Middle Left Turnsignal
NAME=indicator_l
COLOR=100,20,0,2.5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal
NAME=turns
COLOR=100,20,0,0.3
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal
NAME=headlight_r
COLOR=100,20,0,.6
FALLBACK_HEADLIGHTS_COLOR =80,100,180,0
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Middle Right Turnsignal
NAME=indicator_r
COLOR=100,20,0,2
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal
NAME=turns001
COLOR=100,20,0,0.3
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
CAST_LIGHT=0


[EXTRA_FX_EMISSIVE_...]
MESHES =  misclights_SUB1,hbeam001,hbeam     ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.06              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .05              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only

; 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

; Optional distribution settings (can affect performance):
COVERAGE = 7             ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = .0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =  turns,turns001,headlight_r,headlight_l      ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.07              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .1               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only

; 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

; Optional distribution settings (can affect performance):
COVERAGE = 7            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 400      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]  ; Rear Tails
MESHES =reversinglight_l,reversinglight_r
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.07        ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 10.1         ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 7           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 1000      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 0.01      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =0.0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =        ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]  ; Rear Tails
MESHES =ptails02,ptails01
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.08        ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .65,0,0,.21       ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 7           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 1000      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 0.01      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =0.001          ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =        ; stop emissive if a mesh with given name is visible


--------------------------------------- Cores Lighting Bullshit ---------------------------------------

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=ptails02,ptails01
COLOR=10,0,0,40.3
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =10,0,0,40.3
FALLBACK_HEADLIGHTS_COLOR =10,2,0,2.5
LAG=0.5
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_BRAKE_...] ; Emergency Flash
NAME=brakelight_m
COLOR=10,0,0,60.3
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =10,0,0,60.3
LAG=0.5
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_REVERSE_...]			; REVERSE GEAR LIGHTS
NAME = 	reversinglight_l,reversinglight_r	; name (one or more) of a mesh to glow
COLOR = 25, 25, 35 ,.5       		; glowing color if condition is met
LAG = 0.7                		; with zero, turns on and off immediately

[EMISSIVE_HAZARD_0]
COLOR=40,4,4,4
NAME=grupsblackss.002
FALLBACK_HEADLIGHTS_COLOR=40,4,4,1
LAG=0.2

[LIGHT_LICENSEPLATE] ; License Plate ; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= plate_r
OFFSET=-0.13, 0.05, 0.0
RANGE=.4
RANGE_GRADIENT_OFFSET=0.04
SPOT=120
SPOT_SHARPNESS=0.2
COLOR=2,2,3,30
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM
LAG=0.95

--------------------------------------- CSP Flames Bullshit ---------------------------------------

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=10 ; flame size
ANTILAG_INTERVAL_MAX=9000
ANTILAG_INTERVAL_MIN=2000
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.01 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0 ; delay after throttle lift
DISCHARGE_DURATION=01.2 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=100; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8250 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=30
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.3 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=20 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=50 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=8000
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=80 ; flame size
LIMITER_RPM_THRESHOLD=8300 ; limiter flames will not shoot below this rpm

--------------------------------------- Daddys No Wipey ---------------------------------------

[WIPERS] ; Wiper Shake 
WIND_THRESHOLDS_KMH = 120, 350 ; 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 = windscreen
WIPERS =wipers,wipers001

[ANIMATED_WIPER_...]
MESHES =wipers,wipers001
UNDERLYING_SURFACE = windscreen
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES =wipers,wipers001
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = wipers, wipers001
UNDERLYING_SURFACE = windscreen
GROUP_0 = 'wipers@A=*'
GROUP_0_ANGLE_TO = 84.4
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.7728803, 0.7917197, 1.082142
GROUP_0_PIVOT = 0.21157074, 0.7253454, 1.3683685
GROUP_0_RUBBER_FROM = 0.008022308, 0.73771954, 1.3525524
GROUP_0_RUBBER_OFFSET_AMOUNT = 0.0214
GROUP_0_RUBBER_TO = -0.7721214, 0.79111767, 1.0816593
GROUP_0_SCALE_LUT = '(|0.000=1.000|0.992=0.965|)'
GROUP_1 = 'wipers001@A=*'
GROUP_1_ANGLE_TO = 82.1
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.21698081, 0.78466463, 1.2509142
GROUP_1_PIVOT = 0.6632593, 0.74048054, 1.2336462
GROUP_1_RUBBER_FROM = 0.47400284, 0.7805333, 1.2244663
GROUP_1_RUBBER_OFFSET_AMOUNT = 0.0038999994
GROUP_1_RUBBER_OFFSET_EXP = 1.641
GROUP_1_RUBBER_OFFSET_POS = 0.65719223
GROUP_1_RUBBER_TO = -0.2483139, 0.76674366, 1.2630424
GROUP_1_SCALE_LUT = '(|0.000=1.000|1.000=0.983|)'


----------------------------------  Daddy Road Lighting Effects Config -------------------------------------- 
[LIGHT_HEADLIGHT_0] ; Headlights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=50,70,100,.05
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0.0, 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=0.64
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.5
OFF_MULT=0
OFF_POSITION=0.0, 0.64, 1.99
OFF_RANGE_MULT=0.3
POPUP_ENABLED=1
POPUP_START=0.05
POPUP_END=0.7
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POSITION=0.0, 0.64, 1.59
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_...] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
BOUND_TO=ptails02
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=10, 0.1, 0, .3
DIFFUSE_CONCENTRATION=.1
DIRECTION=0, -.5, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=.5
MIRROR_DIRECTION=-1,0,0
POSITION=0.0, 0.947, -2.35
RANGE=3
RANGE_GRADIENT_OFFSET=.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.135, 0.135, 0.135
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4


[LIGHT_BRAKE...] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
BOUND_TO=
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.1, 0, 1
DIFFUSE_CONCENTRATION=.1
DIRECTION=0, -.5, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=.5
MIRROR_DIRECTION=-1,0,0
POSITION=0.0, 0.947, -1.95
RANGE=6
RANGE_GRADIENT_OFFSET=.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.135, 0.135, 0.135
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_REVERSE_...] ; Reverse Lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1.5, 1.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.375
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0.0, 0.988, -1.95
RANGE=4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

# - Turn Signal Light Casts
[LIGHT_EXTRA_...]# - Left Turn Signal FRONT
AFFECTS_TRACK=1
BOUND_TO=headlight_l
COLOR=4,1,0
BOUND_EMISSIVE_MAX=1120
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.71, 0, 10
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=1, 0.66, 2.0
RANGE=2.4
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=0.6

[LIGHT_EXTRA_...]# - Left Turn Signal MIDDLE
AFFECTS_TRACK=1
BOUND_TO=indicator_l
COLOR=4,1,0,.55
BOUND_EMISSIVE_MAX=1120
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.71, 0, 0
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=1, 0.16, 0.25
RANGE=2.4
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=0.6

[LIGHT_EXTRA_...]# - Left Turn Signal REAR
AFFECTS_TRACK=1
BOUND_TO=headlight_l
COLOR=4,1,0
BOUND_EMISSIVE_MAX=1120
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.9
DIRECTION=0.4, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=1.3, 0.89, -2.3
POSITION=0.65, 0.49, -2.59
RANGE=2.4
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=0.8

[SHADER_REPLACEMENT_...]
MATERIALS = 
SHADER=stPerPixelNM_UVflow 
FILL_MISSING_TEXTURES=1
PROP_... = offsetDSpeed, .9 
PROP_... = ksDiffuse, .6
PROP_... = ksAmbient, .05
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelC, 0.27
PROP_... = fresnelEXP, 3
RESOURCE_0=txDiffuse
RESOURCE_FILE_0 = rgb.jpg
RESOURCE_2=txDetail
RESOURCE_FILE_2= rgb.jpg

[SHADER_REPLACEMENT_...]
MATERIALS = ambientstripa
SHADER=stPerPixelNM_UVflow 
FILL_MISSING_TEXTURES=1
PROP_... = offsetDSpeed, .7 
RESOURCE_2=txDetail
RESOURCE_REF_2=txDiffuse

[LIGHT_EXTRA_...]# - Right Turn Signal FRONT
AFFECTS_TRACK=1
BOUND_TO=headlight_r
BOUND_EMISSIVE_MAX=1120
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.71, 0, 10
COLOR=4,1,0
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
POSITION=-1.0, 0.66, 2.0
RANGE=2.4
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=0.6

[LIGHT_EXTRA_...]# - Right Turn Signal MIDDLE
AFFECTS_TRACK=1
BOUND_TO=indicator_r
COLOR=4,1,0,.55
BOUND_EMISSIVE_MAX=1120
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.71, 0, 0
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=-1, 0.16, 0.25
RANGE=2.4
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=0.6

[LIGHT_EXTRA_...]# - Right Turn Signal REAR
AFFECTS_TRACK=1
BOUND_TO=headlight_r
BOUND_EMISSIVE_MAX=1120
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.9
DIRECTION=-0.4, 0, -0.88
COLOR=4,1,0
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=-1.3, 0.89, -2.1
POSITION=-0.65, 0.49, -2.59
RANGE=2.4
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=0.8

[ANIMATION_...]
FILE=reverseanii.ksanim
TIME=0.9
INPUT=REVERSE

[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0
GEAR_EXT = 1.1
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 0.9
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.1
BACKFIRE_INT = 1.1
TRACTION_CONTROL_EXT = 0
TRACTION_CONTROL_INT = 0
TRANSMISSION = 0
LIMITER = 0
TURBO = 1.6
HIT = 1.0
SCRAPE = 1.3
WHEEL = 1.0
SKID_EXT = 1.1
SKID_INT = 1.1

[AUDIO_VOLUME]
BACKFIRE_EXT=1.8
BACKFIRE_INT=1.8
BODYWORK=1
DIRT=1
DOWN_SHIFT=10
ENGINE_EXT=1.1
ENGINE_INT=1.0
GEAR_EXT=1.5
GEAR_GRIND=1
GEAR_INT=1.5
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=20
WIND=0.2

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW] ; Exhaust Glow
MESHES = extra_2_SUB4,invis2_SUB1
COLOR = 555, 2, 0
USE_SMOOTH_TRANSITION = 6
INPUT_MIN = 1
INPUT_MAX = 100
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[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 | 7450=7650)
ENGINE_INT_RPMS = (| 0=0 | 7450=7650)

