[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/navigators.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/selflighting.ini]


[INCLUDE: common/materials_carpaint.ini]
DisableDev = 1
CarPaintVersionAware = 9999
CarPaintMaterial = CarPaint
[INCLUDE: common/materials_interior.ini]

[SHADER_REPLACEMENT_...]
MATERIALS = CarPaint
CULL_MODE = DOUBLESIDED
DOUBLE_FACE_SHADOW_BIASED = 1

[REAL_MIRRORS]
ENABLED=1
SHOW_CAR=1

[SHADER_REPLACEMENT_...]
MATERIALS = CarPaint
PROP_... = ksDiffuse, 0.25

;PBR GLASS 
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = d glass, d glass.001
ThicknessMult = 40
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=1.6


[EXTRA_FX] 
MASK_GBUFFER = r glass
SKIP_GBUFFER = glass03, stripes, glass03.002, glass03.001


[Material_PhotoelasticGlass] pered fari glass
Meshes= glass03, stripes, glass03.002, glass03.001
PhotoelasticityBaseScale = 5    ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.02  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.12   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.025  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale =5  ; how many stripes are there
ProfileFix = 0.02
FilmIOR = 3.0

[Material_Glass]
Materials =ext_redglass
ThicknessMult = 0.3
FilmIOR = 2
FresnelC = 0.15
Desaturate = 1           ; increase to make main shading pass less saturated, thus moving color from it to masking pass
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 128
MaskPassColor = 255, 40, 0

[Material_Plastic_v2]
Meshes = gum04
Reflectance =0.05
Smoothness = 
DetailNormalBlend = 0.0
DetailScale = 64
BrightnessAdjustment = 0
RESOURCE_2 = txDetail
RESOURCE_COLOR_2 = 1,1,1
DetailNormalPBRSmoothness = 0.5

[SHADER_REPLACEMENT_...]
MESHES = gum19
PROP_... = ksAmbient, 1
PROP_... = ksDiffuse, 1
PROP_... = fresnelMaxLevel, 1


[SHADER_REPLACEMENT_...]
MESHES = gum04.001, frame002, frame001
PROP_... = ksAmbient, 0.24
PROP_... = ksDiffuse, 0.24
PROP_... = fresnelMaxLevel, 0

[EMISSIVE_HIGHBEAM_...]
NAME= d glass01
COLOR=20,22,24, 5
FALLBACK_LOWBEAM_COLOR=20,22,24, 5
LAG=0.7

[EMISSIVE_HIGHBEAM_...]
NAME= chrome02.045, chrome02.003
COLOR=20,22,24, 1.5
FALLBACK_LOWBEAM_COLOR=20,22,24, 0
LAG=0.7

[EXTRA_FX_EMISSIVE_...]
MESHES =chrome02.045, chrome02.003
RANGE = 0.1
COLOR = 1,1.1,1.2, 0.15
DIRECTED =1
COVERAGE=100
INTERIOR_ONLY = 0         ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only
EMISSIVE_TWEAK =0.1

[EXTRA_FX_EMISSIVE_...]
MESHES =chrome0.001, chrome0.020
RANGE = 0.07
COLOR = 1,1.1,1.2, 0.031
DIRECTED =-1
COVERAGE=100
INTERIOR_ONLY = 0         ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only
EMISSIVE_TWEAK =0.1

[EMISSIVE_EXTRA_B_...] 
BIND_TO_EXTRA_B=1
BIND_TO_HEADLIGHTS=0
NAME =chrome0.001, chrome0.020
COLOR=25,25,25, 5      ; glowing color if condition is met
OFF_COLOR = 25,25,25, 0       ; glowing color otherwise, default value is 0
LAG = 0.9              ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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

[EMISSIVE_BRAKE_...]
NAME=  _texture_lights_diffuse_003.007, _texture_lights_diffuse_003.008, _texture_lights_diffuse_003.005, _texture_lights_diffuse_003.006, 
COLOR=255,5, -10, 4
FALLBACK_HEADLIGHTS_COLOR=255,5, -10, 5
LAG=0.5
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...]
NAME= r glass.001 
COLOR=255,5, -10, 8
FALLBACK_HEADLIGHTS_COLOR=255,5, -10, 0
LAG=0.5
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EXTRA_FX_EMISSIVE_...]
MESHES =_texture_lights_diffuse_003.007, _texture_lights_diffuse_003.008, _texture_lights_diffuse_003.005, _texture_lights_diffuse_003.006
RANGE = 0.1
COLOR = 1,1.1,1.2, 0.01
DIRECTED =-10
COVERAGE=100
INTERIOR_ONLY = 0         ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only
EMISSIVE_TWEAK =0.1

[EMISSIVE_REVERSE_...]
NAME =_texture_lights_diffuse_003.002, _texture_lights_diffuse_003.003; name (one or more) of a mesh to glow
COLOR = 20, 20, 20, 22        ; glowing color if condition is met
LAG = 0.1                  ; with zero, turns on and off immediately
SIMULATE_HEATING = 1      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EXTRA_FX_EMISSIVE_...]
MESHES = _texture_lights_diffuse_003.002, _texture_lights_diffuse_003.003
RANGE = 0.1
COLOR = 1,1.1,1.2, 0.1
DIRECTED =0
COVERAGE=100
INTERIOR_ONLY = 0         ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only
EMISSIVE_TWEAK =0.1

[Material_Aluminium_v2]
Meshes = Hmprado_body.085, chrome02.033, chrome02.006, chrome03.035
BrightnessAdjustment = 0.45
ClearCoatF0 = 0.25
DetailScale = 1000000
DetailNormalBlend = 12
Metalness = 0.80
Reflectance = 0.1


[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = _texture_lights_diffuse_003.004, orange,o glass.002  ; name (one or more) of a mesh to glow
COLOR = 25,10,0, 1   ; glowing color if condition is met
OFF_COLOR = 0,0,0,0        ; glowing color otherwise, default value is 0
LAG = 0.1        ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE            ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = _texture_lights_diffuse_003.001, o glass.001,orange.001 ; name (one or more) of a mesh to glow
COLOR = 25,10,0, 1  ; glowing color if condition is met
OFF_COLOR = 0,0,0,0        ; glowing color otherwise, default value is 0
LAG = 0.1        ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE            ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0

[EXTRA_FX_EMISSIVE_...]
MESHES = _texture_lights_diffuse_003.004, _texture_lights_diffuse_003.001, 
RANGE = 0.2
COLOR = 1,1.1,1.2, 0.2
DIRECTED =
COVERAGE=100
INTERIOR_ONLY = 0         ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only
EMISSIVE_TWEAK =0.1

[EXTRA_FX_EMISSIVE_...]
MESHES = orange,o glass.002,  o glass.001,orange.001
RANGE = 0.08
COLOR = 1,1.1,1.2, 0.01
DIRECTED =-
COVERAGE=100
INTERIOR_ONLY = 0         ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only
EMISSIVE_TWEAK =


[SHAKING_EXHAUST_1]
MESHES =gum0
POINT_0 = 0.5342468 0.293629 -2.213641
POINT_0_RADIUS = 1
POINT_0_EXP = 5


[ANIMATION_...]
INPUT=EXTRA_C
FILE =luk.ksanim 
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0
LAG=0.05

[EMISSIVE_EXTRA_D_1]
NAME=fso_light_up, fso_light_up.001
COLOR=2000, 1, 1,1
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.05=0|0.1=3|0.15=0|0.19=0|0.2=3|0.25=0|0.29=0| 0.3=3|0.35=0|0.9=0||1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_EXTRA_D_0]
NAME=fso_light_up.002, fso_light_up.003
COLOR=1, 1, 2000,1
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|0.49=0|0.5=1|0.55=0|0.59=0| 0.6=1|0.65=0|0.69=0|0.70=1|0.75=0|0.80=1|0.85=0| 1=0)
BLINKING_DURATION=1
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=1
CAST_LIGHT=1

[EMISSIVE_EXTRA_E_0]
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
NAME =nomer.001, plate_loda.001
COLOR=0.02,0.02,0.02,1         ; glowing color if condition is met
OFF_COLOR = 0,0,0         ; glowing color otherwise, default value is 0
LAG = 0.1                  ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_F_0]
BIND_TO_EXTRA_F=1
BIND_TO_HEADLIGHTS=0
NAME =frame001, frame002
COLOR=0.02,0.02,0.02,1         ; glowing color if condition is met
OFF_COLOR = 0,0,0         ; glowing color otherwise, default value is 0
LAG = 0.1                  ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1


[EMISSIVE_EXTRA_A_...]
NAME=chrome02.003,chrome02.045, chrome0.020, chrome0.001
BOUND_EMISSIVE_MAX=0
COLOR=20,22,25, 100
OFF_COLOR=0,0,0
LAG=0  
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|1=0|2=1|3=0|4=1|5=0|6=0|7=0|8=0|9=0|10=0|11=0)
BLINKING_DURATION=1.0
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0

[EMISSIVE_EXTRA_A_...]
NAME=d glass01
BOUND_EMISSIVE_MAX=0
COLOR=20,22,25, 100
OFF_COLOR=0,0,0
LAG=0  
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=0|1=0|2=0|3=0|4=0|5=0|6=0|7=1|8=0|9=1|10=0|11=1)
BLINKING_DURATION=1.0
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0


[WIPERS_TRACE_...]
SURFACE = STEKLO_ZAD
WIPERS = dno.007,dno.008,dno.009,dno.010,dno.011,dno.012

[ANIMATED_WIPER_...]
MESHES = dno.007,dno.008,dno.009,dno.010,dno.011,dno.012
UNDERLYING_SURFACE = STEKLO_ZAD
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = dno.007,dno.008,dno.009,dno.010,dno.011,dno.012
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1
[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = dno.007, dno.008, dno.009, dno.010, dno.011, dno.012
UNDERLYING_SURFACE = STEKLO_ZAD
GROUP_0 = 'dno.007@A=*', 'dno.008@A=*', 'dno.009@A=*'
GROUP_0_ANGLE_TO = 48.5
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.7320673, 1.0323405, 0.6469097
GROUP_0_PIVOT = -0.04544379, 0.9265977, 0.8727755
GROUP_0_SCALE_LUT = '(|0.000=1.000|1.000=1.086|)'
GROUP_1 = 'dno.011@A=*', 'dno.012@A=*', 'dno.010@A=*'
GROUP_1_ANGLE_TO = 48.4
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.13631457, 1.0544267, 0.7335649
GROUP_1_PIVOT = 0.5478286, 0.9266988, 0.8236554
GROUP_1_SCALE_LUT = '(|0.000=1.000|1.005=1.086|)'

