[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=Warning_L
COLOR=0,10,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
TOGGLE_VISIBILITY = 1

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME=Warning_R
COLOR=0,10,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
TOGGLE_VISIBILITY = 1

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=interior_glow_headlights
COLOR=0,0,10
LAG=0.1
TOGGLE_VISIBILITY = 1

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=Warning_light
COLOR=0,10,0
LAG=0.1
TOGGLE_VISIBILITY = 1

[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1
NAME=grupsblackss.002
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.7
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_...]
NAME=Warning_TCCorsa.004
COLOR=0,0,0
OFF_COLOR=4,1,0,3
LAG=0.2
TOGGLE_VISIBILITY = 1

[EMISSIVE_TRACTIONCONTROL_...]
NAME=interior_digital_gauge_comfort001
COLOR=0,0,0
OFF_COLOR=0.5,0.5,0.8,4
LAG=0.2
TOGGLE_VISIBILITY = 1

[EMISSIVE_TRACTIONCONTROL_...]
NAME=diosj
COLOR=0,0,0
OFF_COLOR=0.5,0.5,0.8,14
LAG=0.2
TOGGLE_VISIBILITY = 1

[EMISSIVE_TRACTIONCONTROL_...]
NAME=interior_digital_gauge_comfort
COLOR=0.5,0.5,0.8,4
OFF_COLOR=0,0,0
LAG=0.2
TOGGLE_VISIBILITY = 1

[EMISSIVE_ABS_INACTION_0] ; Warning ABS Inaction
NAME=Warning_ABS
TOGGLE_VISIBILITY = 1
COLOR=5,1,0,4
LAG=0.2

[EMISSIVE_ABS_0] ; Warning ABS Off
NAME=Warning_Engine.006
TOGGLE_VISIBILITY = 1
COLOR=0,0,0
OFF_COLOR=5,0.5,0,2
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1] ; Warning Traction Off 2
NAME=Warning_TC_OFF
TOGGLE_VISIBILITY = 1
OFF_COLOR=4,2,0,3
COLOR=0
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0] Warning Traction In Action
COLOR=4,2,0,4
NAME=Warning_TC
TOGGLE_VISIBILITY = 1
LAG=0.2

[EMISSIVE_HANDBRAKE_0] ; Warning Handbrake
NAME=Warning_Handbrake.002 , Warning_Brake.001,Warning_Handbrake
TOGGLE_VISIBILITY = 1
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Suspension
NAME=Warning_st_wheel
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
 
[EMISSIVE_...] ; Warning Engine
NAME=Warning_Engine,Warning_PARK,Warning_FogLampRear,Warning_lane2,Warning_lane.003,Warning_car
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 Tyre Pressure
NAME=Warning_Tires_press
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...] ; Warning Fuel
NAME=Warning_FUEL
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=interior_glow_error
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
LAG=0.3

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

[ANALOG_INDICATOR_...]
INPUT=FUEL
NAME=
START=120
RANGE=
LUT = (|1=1|13=24|26=48|43=74|53=100)

[ANALOG_INDICATOR_...]
INPUT=WATER_TEMP
NAME=
START=120
RANGE=
LUT = (|70=1|90=25|120=50|170=100)


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


[EMISSIVE_EXTRA_A_...] ; Hidden by Default
NAME = d1ff1,extpapi03
COLOR=.02
OFF_COLOR = 0,0,0
TOGGLE_VISIBILITY=1

[EMISSIVE_EXTRA_B_...] ; Hidden by Default
NAME = whiteyt00,whiteyt01,whiteyt02,whiteyt03,whiteyt04,whiteyt05,whiteyt06
COLOR=.02
OFF_COLOR = 0,0,0
TOGGLE_VISIBILITY=1

[EMISSIVE_EXTRA_B_...] ; Shown by Default
NAME = pp14,pp12,pp03,fuckmexxx01,pp07,pp01,pp00
COLOR=1
OFF_COLOR = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_A_...] ; Shown by Default
NAME = carbpeicesao03,carbpeicesao04,carbpeicesao01,carbpeicesao02,carbpeicesao00,carbshitj23,custommodeledfiver0d03,custommodeledfiver0d04
COLOR= 1
OFF_COLOR = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1


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

[Material_CarPaint_Metallic] ; Daddys Ultra v2 Realistic Piano
Materials =pianoblackk,
BrightnessAdjustment=0.005
SpecularBase=0.01,400
AmbientSpecular=0.05
detailNormalBlend=0
detailUVMultiplier=0

[Material_CarPaint_Metallic] ; Daddys Ultra v2 Realistic Piano - EXTRA SHINY
Materials =
BrightnessAdjustment=01.005
SpecularBase=0.1,400
AmbientSpecular=01

[Material_CarPaint_Solid] ; Realistic Shiny Wheels Paint
Materials =WheelBBSIFR
BrightnessAdjustment=0.05
FresnelC = 0.039
AmbientSpecular=0.01
SpecularBase = 0.1,400
detailNormalBlend=0

[Material_Plastic] ; Custom PBR 
Materials = details_d,bmwlogo
Brightness=1

[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] ; White Ao Tails
Materials = 1aotails1
Brightness = 1
Smoothness = 0.955
Reflectance = 0.1
CubemapReflectionBlur = 0.02

[Material_Chrome] ; Ao Tails 1
Materials = aotails1,aotails2
Smoothness =1
Metalness = 1
Reflectance = 0.0
BrightnessAdjustment = .45
CubemapReflectionBlur = .01   
PROP_...= ksSpecularEXP , 50 
PROP_...= ksDiffuse , .50
PROP_...= ksAmbient , .50


[Material_Metal] ; Ao Tails NM
Materials = 
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 =prvvycarb,carbpeices,ExtCarbonBitches
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
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=redtails    ; 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 = 0

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

[Material_Glass] ; M Magic Dash Glass
Meshes = glass
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:extwindows,material:glasslights,material:redtails


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


[Material_Aluminium_v2] ; Custom PBR Chrome/Metal(INT) - By Wiz
Materials  = alu,aluwheelshit
BrightnessAdjustment = .3
Metalness = .5
Reflectance = 0.2
DetailScale =15
DetailNormalBlend=.1
LocalReflectionsSharpness = 0.1
OcclusionMult= 1

[Material_Plastic_v2] ; Custom PBR Interior Plastic
Materials = plass,aoplastic2,wheelplast,plasticshittyseats
DetailScale= 100
ApplyTilingFix=1
DetailNormalIntensity=1
DetailNormalBlend=1
BrightnessAdjustment =0.1
Smoothness = 0.2



[Material_Carpet_v2] ; Carpet Shader - By Wiz

Materials = aocarpet
BrightnessAdjustment = .4
DetailNormalBlend = .7
DetailScale =80
ApplyTilingFix = 1
UseMetallicReflections = 1
DetailNormalPBRSecondaryColor = 1,1, 1,0.01

[Material_Carpet_v2] ; Alcantara Shader - By Wiz

Materials = wheelalc
BrightnessAdjustment = .15
DetailNormalBlend = .5
DetailScale =10
ApplyTilingFix = 1
UseMetallicReflections = 1
DetailNormalPBRSecondaryColor = 1,1, 1,0.01


[Material_Leather] ; Custom PBR Leather(Smooth) - By Wiz
Materials=aoleather2
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 = piano001,piano,piano004,PrvvySoYummy00,piano002,Object227,INT_Glossy_Black,Interior_Geo_lodA002_002,nococksx02
PROP_... = fresnelMaxLevel, 0.025
DOUBLE_FACE_SHADOW_BIASED = 1


[SHADER_REPLACEMENT_...] ; Int Ghetto Plastic No Ao Convert Piano
MESHES = plasheadlineer,interior_aluminum_look1,Object016,interior_gauge_emissive,Object015,clusme01,Interior_Geo_lodA002_002
PROP_... = fresnelMaxLevel, 0.005
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Int Ghetto Plastic No Ao Convert Piano
MESHES = glassR_defrost_lines
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
MATERIALS = stickerssinterior
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.01
PROP_... = ksSpecularEXP, 100
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Int Ghetto Plastic No Ao Convert Piano
MESHES = geo_exhaust_sub3_rightside,geo_exhaust_sub3_leftside
PROP_... = ksAmbient, 0.5
PROP_... = ksDiffuse, 0.5
PROP_... = ksSpecularEXP, 100
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS=aobody,aocarb,aocarpet,aotails1,aotails2,prvvycarb,?
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Sets Transparent --
MATERIALS = ClusterWarning,INT_Decals2,rpm_lights
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MESHES = plas01
CULL_MODE = DOUBLESIDED

[SHADER_REPLACEMENT_...]
MATERIALS = aoleather2,aoleather1,aoccarp,aobody,pianoblack,glassdash,L_drls,aotails1,aotails2
CULL_MODE = DOUBLESIDED

[SHADER_REPLACEMENT_...]
MESHES= m2seatlogo,prvvyheadlights20,geo_exhaust_sub3_rightside,geo_exhaust_sub3_leftside
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MATERIALS= stickerssinterior,Seats_Holes
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MESHES= 
BLEND_MODE = ALPHA_BLEND

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

[Display_AndroidAuto] ; Android Auto [!!ONLY WORKS WITH 1.78PREVIEW+]
Meshes = LCD_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=stars
COLOR=140,0,50,1
LAG_UP=0.99
LAG_DOWN=0.98
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = .3 ; sets frequency for blinking

[EMISSIVE_LIGHT_...] ; Stars 2 By Daddy P
NAME=stars001
COLOR=0,10,25,6
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=Object226
COLOR=450,40,120,.003
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=Object226
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, 0.752, 0.68
LINE_TO=-0.661, 0.752, 0.68
BIND_TO_EXTRA_D=1
COLOR=0,6,9,20
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=0.451, 0.752, 0.68
LINE_TO=0.661, 0.752, 0.68
BIND_TO_EXTRA_D=1
COLOR=255,75,180,.80
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_...]
NAME=drls
COLOR=120,160,220,.21

[EMISSIVE_LIGHT_...]
NAME=
COLOR=20,0,0,12

[EMISSIVE_LIGHT_...]
NAME=Object226,Object230,Object231
COLOR=10, 10, 10,.2

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=GEO_DISPLAY_Emissive001,Object015,clusme01,m2seatlogo,Object016,Object021
COLOR=.5,.5,.8,5
LAG=0.94

[EMISSIVE_...]
NAME=Object220
INPUT=GAS
INPUT_THRESHOLD=.25
INPUT_THRESHOLD_INVERSE = 1
COLOR=1,2,9,1.5
TOGGLE_VISIBILITY=1


[EMISSIVE_LIGHT_...]
NAME=Object193,Object194,Object195,Object196,Object197,Object198,Object199,Object200,Object201,Object202,Object203,Object204,Object205,Object206,Object207,Object208,Object209,Object210,Object211,Object212,Object213,Object214,Object215,Object216,Object217,Object218
COLOR=9,.5,.5,1.5
OFF_COLOR=9,.5,.5,1.5

[EMISSIVE_LIGHT_...]
NAME=sDaddyPrvvyWheel00
COLOR=5, 1, 0,1

[EMISSIVE_LIGHT_...]
NAME=klimenjerooisik,group007,zff1,decalgearshift,scaml,rghtcaml,Object024,nococksx06,nococksx07,nococksx05
COLOR=5, 1, 0,3

[EMISSIVE_LIGHT_...]
NAME=Object239
COLOR=5, 1, 0,23

[EMISSIVE_LIGHT_...]
NAME=green
COLOR=0, 10, 0,3

[EMISSIVE_LIGHT_...]
NAME=LCD_002
COLOR=1, 1, 1.5,1.5

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=tach_min_gauge_emissive001,tach_min_gauge_emissive,tach_min_gauge_emissive002
COLOR=3,.02,0,2

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=Object017
COLOR=.5,.5,.8,15
LAG=0.94

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=polymsh_extracted13
COLOR=.5,.03,,25
LAG=0.94

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=glassflatclus001
COLOR=1,1,1,.0005
LAG=0.94


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

[EMISSIVE_LIGHT_...] ; Instrument Cluster
NAME=
COLOR=1,1,1,10
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
MESHES =Object226,Object230,Object231
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 =clusme01
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 = 5       ; 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 =-0.01          ; 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


[EMISSIVE_LIGHT_...] ; Rear DRL
NAME=pp07
COLOR=23
LAG=0.94
CAST_LIGHT=0

[EMISSIVE_LIGHT_...] ; Rear DRL
NAME=whiteyt01
COLOR=4
LAG=0.94
CAST_LIGHT=0

[EMISSIVE_LIGHT_...] ; Rear DRL
NAME=whiteyt02
COLOR=.2
LAG=0.94
CAST_LIGHT=0

[EMISSIVE_LIGHT_...] ; Rear DRL 2
NAME=fuckmexxx01
COLOR=10,0,0,.3
LAG=0.94
CAST_LIGHT=0

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=prvvyheadlights18
COLOR=80,100,180,.4
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=prvvyhbeam
COLOR=80,100,180,0.3
LAG=0.94
SIMULATE_HEATING=0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=prvvyheadlights01
COLOR=100,20,0,2.5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Middle Left Turnsignal
NAME=Object235
COLOR=100,20,0,2.5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal
NAME=pp01,whiteyt03
COLOR=100,20,0,2.5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
CAST_LIGHT=0

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

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

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal
NAME=pp00,whiteyt05
COLOR=100,20,0,2.5
LAG=0.6
REPEAT_FREQENCY_HZ=2.6
CAST_LIGHT=0


[EXTRA_FX_EMISSIVE_...]
MESHES =  prvvyhbeam     ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .01              ; 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 = 16.8             ; 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 = .09         ; 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 =  prvvyheadlights02,prvvyheadlights18       ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .001               ; 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 = 16.8             ; 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 =  prvvyheadlights01,prvvysig       ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.08             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 100,20,0,.05                ; 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)

; 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 = 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 = 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 = 4.8             ; 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 = …      ; 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 Signals
MESHES =pp07,whiteyt01
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 = .02         ; 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 = 0.1      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =0.01         ; 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 =pp02,pp03,trunk_detail_glass_red,pp01,pp00,whiteyt00,whiteyt03,whiteyt05
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)
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 =fuckmexxx01
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1        ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .2        ; 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 =0.003          ; 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 =whiteyt02,whiteyt01
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1        ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .24       ; 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 =0.01          ; 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=pp02,pp03,trunk_detail_glass_red
COLOR=50, 0, 0 , 6
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =50, 0, 0, 6
FALLBACK_HEADLIGHTS_COLOR =0, 0, 0, 0
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 = 	pp04,pp05	; name (one or more) of a mesh to glow
COLOR = 25, 25, 35 ,15        		; 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=-0.16, 0.09, 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] ; CSP Flames Configuration
ANTILAG=0 ; 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=7000
ANTILAG_INTERVAL_MIN=65000
ANTILAG_TURBO_THRESHOLD=0.0
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=1.5 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=3; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=15; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7200 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=50 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=10 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6000
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0.2 ; delay, in seconds
LIMITER_INTENSITY=50 ; flame size
LIMITER_RPM_THRESHOLD=6800 ; 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 = 
WIPERS =

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

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

[BASIC]
DISABLE_WIPER_KSANIM = 1


----------------------------------  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, 1.99
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=prvvyheadlights02
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.1, 0, .5
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=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=trunk_detail_glass_red
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=prvvyheadlights01
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=prvvyheadlights01
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, 0.5
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=prvvyheadlights01
COLOR=5,.8,0,.5
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, -1.99
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 = 1aotails2
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 = ambientlight
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=prvvysig
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=prvvysig
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, 0.5
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=prvvysig
BOUND_EMISSIVE_MAX=1120
BOUND_EXP= 0.5
DIFFUSE_CONCENTRATION=0.9
DIRECTION=-0.4, 0, -0.88
COLOR=5,.8,0,.5
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, -1.99
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