
[EMISSIVE_EXTRA_C_1] 
BIND_TO_EXTRA_C=1
BIND_TO_HEADLIGHTS=0
NAME = Object762
COLOR=0,0,0,0.1
OFF_COLOR = 1,1,1,0.1
LAG = 0.01
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1 
TOGGLE_VISIBILITY_INVERSE=0

####################################### EXHAUST - SOUND ###################################

[AUDIO_VOLUME]
BACKFIRE_INT=50
BACKFIRE_EXT=50
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=7
ENGINE_INT=5
GEAR_EXT=0
GEAR_GRIND=0
GEAR_INT=0
HORN=7.5
LIMITER=0
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=0
TURBO=5

[AUDIO_PITCH]
ENGINE_EXT = 1.1
ENGINE_INT = 1.1
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.1
BACKFIRE_INT = 1.1
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 5
LIMITER = 0
TURBO = 1
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0

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



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










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

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = ecran  ; display mesh
aftermarketComponent = 1
Resolution = 2000,980   ; texture resolution
Size = 2000,990           ; size of the screen area
Offset = -0, 0              ; left top corner of screen area
Scale = 0.5                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera


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

[BASIC]
DIESEL_ENGINE = 0


[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_...] ;  nav
NAME=ecran
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 2,0.5
OFF_COLOR=2, 2, 2,1.5
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...] ;  ac blue
NAME=piece_2.043
BIND_TO_HEADLIGHTS=1
COLOR=1, 0, 5,5
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  ac red
NAME=Object639
BIND_TO_HEADLIGHTS=1
COLOR=2, 0, 0,1
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  cluster
NAME=165
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 2,1
OFF_COLOR=1, 1, 1,0.4
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  cluster lcd
NAME=120
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 2,3
OFF_COLOR=1, 1, 1,5
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...] ;  cluster red
NAME=Object648
BIND_TO_HEADLIGHTS=1
COLOR=2, 0.4, 0.1,1
OFF_COLOR=1, 1, 1,0.4
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  cluster red
NAME=23, 25, 161, 153
BIND_TO_HEADLIGHTS=1
COLOR=2, 2, 2,2
OFF_COLOR=1, 1, 1,0.5
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1


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


[EMISSIVE_LIGHT_...] ;  buttons
NAME=f500_steer.006, klimabutt, 9fali, 9faliradio, sinyalbutto
BIND_TO_HEADLIGHTS=1
COLOR=5, 5, 5,2
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_LIGHT_...] ;  buttons
NAME=symbols1.001
BIND_TO_HEADLIGHTS=1
COLOR=5, 1, 0,2
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_LIGHT_...] ;  buttons
NAME=Object763
BIND_TO_HEADLIGHTS=1
COLOR=0, 2, 0,2
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_LOWBEAM_...] ;  lowbeam
NAME=phares
BIND_TO_HEADLIGHTS=1
COLOR=20, 20, 20,10
LAG=0
SIMULATE_HEATING=0


SIMULATE_HEATING=0

[EXTRA_FX_EMISSIVE_...]
MESHES =phares
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
RANGE = 0.15
COLOR=100,100,100, 0.005
DIRECTED =0
INTERIOR_ONLY = 1
EXTERIOR_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 = 1 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE =2           ; 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 = 100     ; 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 = 1      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =0.005        ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =1           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =ledlampe
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
RANGE = 0.15
COLOR=100,100,100, 0.005
DIRECTED =0
INTERIOR_ONLY = 1
EXTERIOR_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 = 1 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE =2           ; 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 = 100     ; 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 = 1      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =0.005        ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =1           ; stop emissive if a mesh with given name is visible




[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
BIND_TO_EXTRA_D=1
BOUND_TO=Chrome33
COLOR=1570,1570,1400
OFF_COLOR=1570,1570,1400
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=50000
FADE_SMOOTH=50
MIRROR=0
POSITION=0.65, 0.654, 1.9
DIRECTION=0.3,-2, 1
RANGE=0.4
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=0
SPOT=150
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
BIND_TO_EXTRA_D=1
BOUND_TO=Chrome33
COLOR=1570,1570,1400
OFF_COLOR=1570,1570,1400
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=50000
FADE_SMOOTH=50
MIRROR=0
POSITION=-0.65, 0.654, 1.9
DIRECTION=0.3,-2, 1
RANGE=0.4
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=0
SPOT=150
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
BIND_TO_EXTRA_D=1
BOUND_TO=Chrome33.001
COLOR=1570,1570,1400
OFF_COLOR=1570,1570,1400
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=50000
FADE_SMOOTH=50
MIRROR=0
POSITION=-0.65, 0.654, 1.9
DIRECTION=0.3,-2, 1
RANGE=0.4
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=0
SPOT=150
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
BIND_TO_EXTRA_D=1
BOUND_TO=Chrome33.001
COLOR=1570,1570,1400
OFF_COLOR=1570,1570,1400
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=50000
FADE_SMOOTH=50
MIRROR=0
POSITION=0.65, 0.654, 1.9
DIRECTION=0.3,-2, 1
RANGE=0.4
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=0
SPOT=150
SPOT_SHARPNESS=0.3




[EMISSIVE_LIGHT_...] ;  buttons
NAME=087, 016, Object666, Object636, 214
BIND_TO_HEADLIGHTS=1
COLOR=2, 0, 0,2
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_LIGHT_...] ;
NAME=Chrome011, Chrome14 
BIND_TO_HEADLIGHTS=1
COLOR=10, 10, 10,50
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_HIGHBEAM_...] ;
NAME=Chrome34
BIND_TO_HEADLIGHTS=1
COLOR=10, 10, 10,50
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_EXTRA_A_...] 
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
NAME = ledlampe, antibglass 
COLOR= 10,10,12,50
LAG=0.2
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] 
BIND_TO_HEADLIGHTS=1
NAME = refgreen
OFF_COLOR= 0,2,0,50
LAG=0.2
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] 
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
NAME=lamps_rear_group5,lamps_rear_group4.001
COLOR=50, 5, 0,10
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_EXTRA_A_0]               ;;; Int roof light                
NAME = int_roof_light
COLOR =5,5,5 ,4
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=2, 0.0, 5,30
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.422, 0.56, 1.0
DIRECTION=0,-1,-0.4
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=2, 0.0, 5,30
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.422, 0.56, 1.0
DIRECTION=0,-1,-0.4
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=2, 0.0, 5,10
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0, 0.5, 0.9
DIRECTION=0,-1,-1
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=150
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...]               ;;; Middle well light
BIND_TO_EXTRA_B=0
BIND_TO_HEADLIGHTS=1
COLOR=2, 0.0, 5,30
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0, 0.7, 0.65
DIRECTION=0,-5,-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=11,11,12,20
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.44, 0.87, 0.835
DIRECTION=0,5,-10
RANGE=0.085
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=200
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...]               ;;; Cluster ambient light R
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=11,11,12,20
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, 0.835
DIRECTION=0,5,-10
RANGE=0.08
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=200
SPOT_SHARPNESS=0



[LIGHT_EXTRA_...]               ;;; Cluster LCD
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=11,11,11,1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.35, 0.889, 0.835
DIRECTION=0,5,-10
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=300
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...]               ;;; Cluster LCD
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=11,11,11,1.2
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.0186, 0.8, 0.696
DIRECTION=0,5,-10
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=210
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=platelight
OFFSET=0, 0, -0.02
RANGE=0.35
RANGE_GRADIENT_OFFSET=0.3
SPOT=250
SPOT_SHARPNESS=0.1
COLOR=5,5,5,1.2


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


[EMISSIVE_HIGHBEAM_2]
NAME=warning_highbeam
TOGGLE_VISIBILITY = 1
COLOR=0.1,0.1,5, 1.0
LAG=0.2
SIMULATE_HEATING=0

[EMISSIVE_LOWBEAM_1]
NAME=warning_lowbeam
TOGGLE_VISIBILITY = 1
COLOR=0.1,5,0.1, 1.0
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 = warning_pbrake
COLOR = 20,3,0,20

[EMISSIVE_TRACTIONCONTROL_0]
NAME=warning_traction_control_off
TOGGLE_VISIBILITY = 1
COLOR=0
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=60,12,0.2,1
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2

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

[EMISSIVE_...]
NAME=TyrePressureHighLow
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 35
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

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

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

[EMISSIVE_...]
NAME=hazzarbutton, redhazzar
COLOR=5,0.1,0.1, 1 
INPUT=HAZARD
LAG=0.1
REPEAT_FREQENCY_HZ=1.5
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_ABS_INACTION_0]
NAME=warning_abs
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
LAG=0.2


[EMISSIVE_HANDBRAKE_0]
NAME=wl_brake
TOGGLE_VISIBILITY = 0
COLOR=60,2,0.2,1
LAG=0.2

[EMISSIVE_...]
NAME=AirBag, Seatbelt
TOGGLE_VISIBILITY = 0
COLOR=60,0,0,1
INPUT=STALLED
LAG=0.2


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


[EMISSIVE_...]                     ;DRL
NAME=foglights
TOGGLE_VISIBILITY = 0
COLOR=6,6,6,100
INPUT=EXTRA_C
LAG=0.2
CAST_LIGHT=1

[EMISSIVE_...]                     
NAME=foglight_chrome
TOGGLE_VISIBILITY = 0
COLOR=6,6,6,50
INPUT=EXTRA_C
LAG=0.2
CAST_LIGHT=1



[EMISSIVE_...]
NAME=Object774
CHANNEL=1
TOGGLE_VISIBILITY = 0
COLOR=6,6,6,60
INPUT=EXTRA_C
LAG=0.2
CAST_LIGHT=1

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

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

[DATA] 
DISABLE_LIGHTSINI = 1


[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[EMISSIVE_REVERSE_0]
NAME=reverseout
CHANNEL = 0
COLOR=5,5,2,10
LAG=0.6
SIMULATE_HEATING=0

[EMISSIVE_LIGHT_...]   ;; plate lights
NAME=platelight, computer, geo_arrow_rpm, geo_arrow_rpm001, piece_1.001, dispay2
COLOR=3, 3, 3,2
OFF_COLOR=3, 3, 3, 5
LAG=0
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_0]      ;; headlights
NAME=headlights, 65
AFFECTS_TRACK=1
COLOR=10,10,10,25
LAG=0.1
CAST_LIGHT=1
LOCATION=FRONT
SIMULATE_HEATING=0

[EMISSIVE_LIGHT_...] 
BIND_TO_HEADLIGHTS=1
NAME = interior2_SUB0_023_001, interior2_SUB0_007_001, interior2_SUB0_022_001, interior2_SUB0_008_001, interior2_SUB0_008_001, interior2_SUB0_021_001, interior2_SUB0_009_001, interior2_SUB0_020_001, interior2_SUB0_010_001, interior2_SUB0_019_001
COLOR=10, 10, 20,5
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_LIGHT_...] 
BIND_TO_HEADLIGHTS=1
NAME = interior2_SUB0_011_001, interior2_SUB0_012_001, interior2_SUB0_018_001, interior2_SUB0_017_001, interior2_SUB0_013_001, interior2_SUB0_016_001, interior2_SUB0_015_001, interior2_SUB0_014_001
COLOR=3, 3, 4,1
LAG=0
SIMULATE_HEATING=0

[EMISSIVE_LIGHT_...] 
BIND_TO_HEADLIGHTS=1
NAME = interior2_SUB0_033_001, interior2_SUB0_034_001, interior2_SUB0_035_001, interior2_SUB0_037_001, interior2_SUB0_039_001, interior2_SUB0_038_001, interior2_SUB0_036_001, interior2_SUB0_025_001, interior2_SUB0_026_001, interior2_SUB0_027_001, interior2_SUB0_028_001, interior2_SUB0_029_001, 
COLOR=10, 10, 20,5
LAG=0
SIMULATE_HEATING=0


[EMISSIVE_HIGHBEAM_...]   ;;highbeam
NAME=
TOGGLE_VISIBILITY = 1
COLOR=10,10,10,60
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_BRAKE_...]                ;;breaklights
NAME=ref3d
COLOR=30, 0.1, 00,41
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_BRAKE_1]                ;;breaklights
NAME=reftail
COLOR=30, 1, 00,3
FALLBACK_HEADLIGHTS_COLOR=30, 1, 00,0.5
LAG=0.5
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...]                ;;breaklights
NAME=F1rain
COLOR=30, 1, 00,50
FALLBACK_HEADLIGHTS_COLOR=50, 5, 0,10
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
INPUT = BRAKE
INPUT_THRESHOLD = 0.75
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking




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



[REFRACTING_HEADLIGHT_0]
SURFACE = ref3d
INSIDE = 3din
ABSORPTION = 0.02
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.005
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0.0009856969,1.4039948,-1.096437
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.06666689,1.4043009,-1.111182
RADIUS = 0.0756682
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0





[REFRACTING_HEADLIGHT_1]
SURFACE = reftail
INSIDE = stopta3fiat500
ABSORPTION = 0.02
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0.529,0.59
CUSTOM_BULB_1 = 0.5,0.5,0.529,0.59
CUSTOM_BULB_2 = 0.5,0.5,0.529,0.59
CUSTOM_BULB_3 = 0.5,0.5,0.529,0.59
DIFFUSE_MAP_FILTER_MULT = 1
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.0000002,9.313226e-10,4.4703484e-08
MIRROR_POS = 0,0.849823,-1.5119781
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.5791663,0.8498192,-1.5888392
RADIUS = 0.1053663
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0







[REFRACTING_HEADLIGHT_2]
SURFACE = refrighind
INSIDE = clidroit
ABSORPTION = 0.02
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -0.581124,0.765482,-1.559046
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = -0.540359,0.764242,-1.587305
RADIUS = 0.06920005
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0




[REFRACTING_HEADLIGHT_3]
SURFACE = reflefind
INSIDE = cligauche
ABSORPTION = 0.020000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.050000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.000000,0.000000,1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.250000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0.999894,0.012665,0.008522
MIRROR_POS = 0.581141,0.765408,-1.557983
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = 0.613889,0.765736,-1.566103
RADIUS = 0.037486
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0





[REFRACTING_HEADLIGHT_4]
SURFACE = refractindL
INSIDE = refractindinL
ABSORPTION = 0.020000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.050000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = -0.706936,-0.015586,0.707110
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.250000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = 0.789307,0.822427,0.952744
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = 0.793615,0.820370,0.929321
RADIUS = 0.017000
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_5]
SURFACE = refractindR
INSIDE = refractindinR
ABSORPTION = 0.020000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.050000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.000000,0.000000,1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.250000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = -0.789594,0.818670,0.951006
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = -0.785221,0.821364,0.929092
RADIUS = 0.017000
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0





[REFRACTING_HEADLIGHT_6]
SURFACE = refractreverse
INSIDE = marchein_SUB0
ABSORPTION = 0.020000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.050000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.000000,0.000000,1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.250000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = -0.601295,0.405955,-1.620582
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = -0.568265,0.405955,-1.645349
RADIUS = 0.079900
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_7]
SURFACE = reverseout
INSIDE = marchein_SUB0
ABSORPTION = 0.02
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.005
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -0.6012954,0.4059547,-1.6207541
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = -0.5682651,0.4059547,-1.6455212
RADIUS = 0.043016355
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0


[REFRACTING_HEADLIGHT_8]
SURFACE = antibglass
INSIDE = antibs

[REFRACTING_HEADLIGHT_9]
SURFACE = refgreen
INSIDE = refgreen.002




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




[EMISSIVE_TURNSIGNAL_RIGHT_...]
MESHES=refractindR 
RANGE_DELAY=0.02	; to compensate for that there are more of them
COLOR=80,20,0,10
LAG=0.3
REPEAT_FREQENCY_HZ=1.5
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5


[EMISSIVE_TURNSIGNAL_RIGHT_...]
MESHES=refrighind
RANGE_DELAY=0.02	; to compensate for that there are more of them
COLOR=80,20,0,10
LAG=0.3
REPEAT_FREQENCY_HZ=1.5
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...]
MESHES=hdltR
RANGE_DELAY=0.02	; to compensate for that there are more of them
COLOR=80,20,0,10
LAG=0.3
REPEAT_FREQENCY_HZ=1.5
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...]
MESHES=clignotand
RANGE_DELAY=0.02	; to compensate for that there are more of them
COLOR=1,5,0,1
LAG=0.3
REPEAT_FREQENCY_HZ=1.5
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5



[EMISSIVE_TURNSIGNAL_LEFT_...]
MESHES=reflefind
RANGE_DELAY=0.02	; to compensate for that there are more of them
COLOR=80,20,0,10
LAG=0.3
REPEAT_FREQENCY_HZ=1.5
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...]
MESHES=refractindL
RANGE_DELAY=0.02	; to compensate for that there are more of them
COLOR=80,20,0,10
LAG=0.3
REPEAT_FREQENCY_HZ=1.5
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...]
MESHES=hdltL
RANGE_DELAY=0.02	; to compensate for that there are more of them
COLOR=80,20,0,10
LAG=0.3
REPEAT_FREQENCY_HZ=1.5
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...]
MESHES=clignotantG
RANGE_DELAY=0.02	; to compensate for that there are more of them
COLOR=1,5,0,1
LAG=0.3
REPEAT_FREQENCY_HZ=1.5
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5



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


[INCLUDE: common/selflighting.ini]


[SelfLight_Clusterl]   ;; INT Cluster
MIRROR = 0.0
DIRECTION = 0, 0,-10
POSITION = -0.385, 0.728, 0.965
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = tail_led
SPOT_SHARPNESS =0.1
SPOT = 500
COLOR = 10,10,10,255
SPECULAR_MULT = 0
RANGE = 0.85



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


[SelfLight_Headlights]    ;;headlights
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = 0.696, 0.679, 1.65
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = headlights
SPOT_SHARPNESS =0.2
SPOT = 34
COLOR =10,10,11,80
SPECULAR_MULT = 0
RANGE = 1

[SelfLight_Headlights]    
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = -0.635, 0.679, 1.65
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = headlights
SPOT_SHARPNESS =0.2
SPOT = 34
COLOR =10,10,11,80
SPECULAR_MULT = 0
RANGE = 1

[SelfLight_Headlights]    ;;highbeam
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = 0.696, 0.645, 1.65
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = highbeams
SPOT_SHARPNESS =0.2
SPOT = 24
COLOR =10,10,11,150
SPECULAR_MULT = 0
RANGE = 1.2

[SelfLight_Headlights]    
MIRROR = 0.0
DIRECTION = -1, 0,10
POSITION = -0.635, 0.645, 1.65
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = highbeams
SPOT_SHARPNESS =0.2
SPOT = 24
COLOR =10,10,11,150
SPECULAR_MULT = 0
RANGE = 1.2


>>>>>>>>>>>>>>> TAILLIGHTS <<<<<<<<<<<<<<<<<<<<

[SelfLight_Headlights]      ;;  big bulbs
MIRROR = 0.0
DIRECTION = 0, 0, -10
POSITION = 0.553, 0.858, -1.549
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 108
SPOT_SHARPNESS =0.0
SPOT = 20
COLOR =3,2,0,300
SPECULAR_MULT = 0
RANGE = 0.35

[SelfLight_Headlights]      ;;  big bulbs
MIRROR = 0.0
DIRECTION = 0, 0, -10
POSITION = 0.473, 0.858, -1.549
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 108
SPOT_SHARPNESS =0.0
SPOT = 18
COLOR =3,2,0,300
SPECULAR_MULT = 0
RANGE = 0.35

[SelfLight_Headlights]      ;;  big bulbs
MIRROR = 0.0
DIRECTION = 0, 0, -10
POSITION = 0.643, 0.858, -1.549
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 108
SPOT_SHARPNESS =0.0
SPOT = 30
COLOR =3,2,0,300
SPECULAR_MULT = 0
RANGE = 0.35

[SelfLight_Headlights]      ;;  big bulbs
MIRROR = 0.0
DIRECTION = 0, 0, -10
POSITION = -0.548, 0.858, -1.549
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 108
SPOT_SHARPNESS =0.0
SPOT = 20
COLOR =3,2,0,300
SPECULAR_MULT = 0
RANGE = 0.35

[SelfLight_Headlights]      ;;  big bulbs
MIRROR = 0.0
DIRECTION = 0, 0, -10
POSITION = -0.467, 0.858, -1.549
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 108
SPOT_SHARPNESS =0.0
SPOT = 18
COLOR =3,2,0,300
SPECULAR_MULT = 0
RANGE = 0.35

[SelfLight_Headlights]      ;;  big bulbs
MIRROR = 0.0
DIRECTION = 0, 0, -10
POSITION = -0.633, 0.858, -1.549
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 108
SPOT_SHARPNESS =0.0
SPOT = 30
COLOR =3,2,0,300
SPECULAR_MULT = 0
RANGE = 0.35




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


///////////////// Progress Animations /////////////////

[ANIMATION_...] Gas
INPUT=GAS
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
FILE=accelerateur.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_...] Brake
INPUT=GAS
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
FILE=accelerateur.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_...]
INPUT=HANDBRAKE
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
FILE=freinamain.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=babchauffeur.ksanim
TIME= 3
BIND_TO_EXTRA_B=1

[ANIMATION_...]             ;;;;;;;
FILE=poignet.ksanim
TIME= 1
BIND_TO_EXTRA_B=1

[ANIMATION_...]             ;;;;;;;
FILE=mala.ksanim
TIME= 2
BIND_TO_EXTRA_C=1

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

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

[ANIMATION_...]
INPUT = HAZARD
FILE = hazardbutton.ksanim
TIME = 0.5

[ANIMATION_...]
INPUT = HIGHBEAM
FILE = coudfar.ksanim
TIME = 0.5

[ANIMATION_...]             ;;;;;;;
FILE=chbayka.ksanim
TIME= 6
BIND_TO_EXTRA_C=1

[ANIMATION_...]
FILE=bonnet.ksanim
TIME= 2
BIND_TO_EXTRA_D=1

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


[ANIMATION_...]             ;;;;;;; Rabatable
BIND_TO_GEAR_N = 1
FILE = retroR.ksanim
TIME = 3.0

[ANIMATION_...]             ;;;;;;; Rabatable
BIND_TO_GEAR_N = 1
FILE = retroL.ksanim
TIME = 3.0


[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_ARM_R.ksanim
TIME = 0.5

[ANIMATION_...]
INPUT = TURNSIGNAL_LEFT
FILE = TS_ARM_L.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




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

[INCLUDE: common/materials_carpaint.ini]

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

[Material_CarPaint_Solid]
Skins = Tornado_red

[Material_CarPaint_Metallic]
Skins = Night_blue_metallic, Reflex_silver, Oryx_white

[Material_CarPaint_Pearl]
Skins = Deep_pearl_black


[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 = 0.5      ; 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=Object768
FilmIOR=3
ThicknessMult = 3

[Material_PhotoelasticGlass]
Meshes=carbon_ramy, piece_2_027_001,logo_seat_05
FilmIOR=1.6
ThicknessMult = 0

[Material_Glass]
Meshes = windsreen.001,RGlass2,lenses_rear_clear_group1.001
FilmIOR = 2.6
ThicknessMult = 1
ProfileFix = 0.05
MaskPass = 1500           ; mask pass opacity
MaskPassColor = 255, 0, 0  ; mask pass color adjustment

[Material_Glass]
Meshes = carbonpiece,undercarbonpiece,
FilmIOR = 1.3
ThicknessMult = 0
ProfileFix = 0.05
MaskPass = 1500           ; mask pass opacity
MaskPassColor = 5, 5, 5  ; mask pass color adjustment

[Material_Glass]
Meshes = lenses_rear_clear_group2
FilmIOR = 2.6
ThicknessMult = 1
ProfileFix = 0.05
MaskPass = 1500           ; mask pass opacity
MaskPassColor = 255, 0, 0  ; mask pass color adjustment

[Material_Glass]
Meshes = glass_tail_inner
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
ThicknessMult = 2.5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
FilmIOR=1.5

[Material_Glass]
Materials = GlassMtl
ThicknessMult = 2.2
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
FilmIOR=2.5

[Material_Glass]
Materials = Object531
ThicknessMult = 1.0
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
FilmIOR=2.6

/////////////// RIM SWAP //////////////////////

[EMISSIVE_EXTRA_F_1] janta base
BIND_TO_EXTRA_F=1
BIND_TO_HEADLIGHTS=0
NAME = jantata3base, jantata3base.001, jantata3base.002, jantata3base.003
COLOR=0,0,0
OFF_COLOR = 0,0,1,1
LAG = 0.01
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_F_2] toute
BIND_TO_EXTRA_F=1
BIND_TO_HEADLIGHTS=0
NAME =f500jantdz.004, f500jantdz, f500jantdz.006, f500jantdz.005, f500jantdz.008, f500jantdz.009, f500jantdz.001, f500jantdz.007, f500jantdz.015, f500jantdz.014, f500jantdz.003, f500jantdz.013, f500jantdz.010, f500jantdz.002, f500jantdz.011, f500jantdz.012
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.01
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1



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

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


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

[Material_Metal_v2]
Meshes= jantata3base, jantata3base.001, jantata3base.003, jantata3base.002
BrightnessAdjustment = 0.04
DetailScale = 0
Metalness = 0.95
Reflectance = 0.85
Smoothness = 0.95
LocalReflectionsSharpness = 0.6
DetailTexture = 1

[Material_Metal_v2]
Materials = calipers
BrightnessAdjustment = 0.7
DetailScale = 4
Metalness = 0.0
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailTexture = 0.3


[Material_Metal_v2]
Meshes= BrightnessAdjustment = 0.7
DetailScale = 1
Metalness = 0.65
Reflectance = .5
LocalReflectionsSharpness = 0.4 	ext_rim, EXT_Rim
DetailTexture = .2
Smoothness = 1

[Material_Metal_v2]
Materials = tailpipes
BrightnessAdjustment = 0.3
DetailScale = 10
Metalness = 0.4
Reflectance = 0.5
Smoothness = 0.35
LocalReflectionsSharpness = 0.1		ext_rim, EXT_Rim
DetailTexture = 1

[Material_Metal_v2]
Materials = chrome_ext, wheel_badge_chrome
BrightnessAdjustment = 1
DetailScale = 3
Metalness = 0.75
Reflectance = .9
LocalReflectionsSharpness = 0.2		ext_rim, EXT_Rim
DetailTexture = 1
Smoothness = 0.95

[Material_Metal_v2]
Meshes = Plastci11
BrightnessAdjustment = 1
DetailScale = 3
Metalness = 0.75
Reflectance = .9
LocalReflectionsSharpness = 0.2		ext_rim, EXT_Rim
DetailTexture = 1
Smoothness = 0.95

[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]
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 = 0.008
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 = 7
Metalness = 0.75
Reflectance = 0.8
LocalReflectionsSharpness = 0.1
DetailTexture = 1

[Material_Metal_v2]
Materials = brakediscs
BrightnessAdjustment = 0.9
DetailScale = 0
Metalness = 0.25
Reflectance = 0.65
LocalReflectionsSharpness = 0.1
DetailTexture = 1
Smoothness = 0.4


[Material_Carbon]
Materials = INT_PianoB
BrightnessAdjustment = 0.1
ClearCoatF0 = 0.23
DetailScale = 160
Reflectance = 0.2
Smoothness = 0.7



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

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

[Material_Plastic_v2]
Materials = ext_black_plastic_rough
BrightnessAdjustment = 0.06
DetailScale = 100
Reflectance = 0.2
Smoothness = 0.6

[Material_Plastic_v2]
Meshes = piece_2.056
BrightnessAdjustment = 0.3
DetailScale = 100
Reflectance = 0.05
Smoothness = 0.9

[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 = 0.1
Smoothness = 0.4
Reflectance = 0.35
DetailTexture = 0

[Material_Metal_v2]  PIANO BLACK
Materials=ext_black_plastic
OcclusionMap = 0.9
BrightnessAdjustment = 0.001
Metalness = 0.001
Reflectance = 0.1
LocalReflectionsSharpness = 0.5
DetailScale= 0


[Material_Plastic]
Materials=wipers, door_seals
BrightnessAdjustment = 0.2
Smoothness = 1
Reflectance = 0.7

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

[Material_Plastic]
Materials=wiper_metal
BrightnessAdjustment = 0.02
Smoothness = 0.35
Reflectance = 0.15



[Material_Plastic]
Materials=INT_Plastic_Smooth
Meshes= plasyikint
BrightnessAdjustment = 0.01
DetailScale = 100
DetailTexture = 0.08
Reflectance = 0.1
Smoothness = 0.5

[Material_Plastic]
Meshes=plasticatts
BrightnessAdjustment = 0
DetailScale = 27
DetailTexture = 0.08
Reflectance = 0.2
Smoothness = 0.6

[Material_Plastic]
Materials=headlight_satinblack
BrightnessAdjustment = 0.7
DetailScale = 27
DetailTexture = 0.08
Reflectance = 0.45
Smoothness = 0.7



[Material_Plastic_v2]
Meshes = Object799, 56
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_v2]
Materials=plastic_rough_int
BrightnessAdjustment = 0.3
DetailScale = 12

//////// Wobbly Bit ///////

[WOBBLY_BIT_1]
NAME = aroma004
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.55
DAMPENING_LAG = 0.93
G_GAIN = 5
GRAVITY_GAIN = 3
OFFSET_GAIN = 100
STIFF_AXIS = 0, 0, 0
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1


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

[Material_Velvet_v2]
Materials= mat_0002_seat_leon_fr
BrightnessAdjustment=0.2
DetailScale = 8

[Material_Velvet_v2]
Materials=carpet1
BrightnessAdjustment=0
DetailScale = 13

[Material_Velvet_v2]
Materials=seats_fabric, headliner_fabric
BrightnessAdjustment=0.01
DetailScale = 50

[Material_Velvet_v2]
Meshes=hadoukta3chems
BrightnessAdjustment=0.1
DetailScale = 50

[Material_Velvet_v2]
Meshes=drivers_seat
BrightnessAdjustment=0.4
DetailScale = 3

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

[Material_Velvet_v2]
Materials=alcntara
BrightnessAdjustment=0.7
DetailScale = 0
Brightness= 1
ApplyTilingFix=1
OcclusionMult=1
DetailNormalBlend = 2

[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=shifter_skin
BrightnessAdjustment = 0.05
Reflectance = 0.15
Smoothness = 0.5
DetailScale = 38
DetailTexture = 0.8

[Material_Leather]
Meshes=piece_2.016, 32.001, 45-1.001
BrightnessAdjustment = 0.5
Reflectance = 0.15
Smoothness = 0.5
DetailScale = 38
DetailTexture = 0.8

[Material_Velvet_v2]
Materials=alcntara
BrightnessAdjustment = 0.1
Reflectance = 0.1
Smoothness = 0.5
DetailScale = 10
DetailTexture = 0.8

[Material_Velvet_v2]
Materials=alcantarared
BrightnessAdjustment = 0.3
Reflectance = 0.1
Smoothness = 0.5
DetailScale = 10
DetailTexture = 0.8

[Material_Leather]
Materials=seate_leather
BrightnessAdjustment = 0.15
DetailScale = 15
Reflectance = 0.095
Smoothness = 0.45

[Material_Leather]
Materials=
BrightnessAdjustment = 0.08
DetailScale = 90
DetailTexture = 3
Reflectance = 0.25
Smoothness = 0.75



######################################## KIT DZ ########################################

[EMISSIVE_EXTRA_E_1] BLA KIT
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
NAME = retroL, retroR
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.01
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_E_2] BEL KIT
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
NAME =retroRbatman, retroLbatman, biquetleroi
COLOR=0,0,0
OFF_COLOR = 0,0,1,1
LAG = 0.01
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_D_2] boule
BIND_TO_EXTRA_D=1
BIND_TO_HEADLIGHTS=0
NAME =boulelignr, bouledwayra, prise, prisemarque, prisealim
COLOR=0,0,0
OFF_COLOR = 0,0,1,1
LAG = 0.01
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1

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

[WIPERS_TRACE_...]
SURFACE =parbrise
WIPERS= windscreen_front_left_part_1, windscreen_front_left_part_2

[ANIMATED_WIPER_...]
MESHES = windscreen_front_left_part_1, windscreen_front_left_part_2
UNDERLYING_SURFACE = parbrise
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = windscreen_front_left_part_1, windscreen_front_left_part_2
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1
